| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
TODO:
* all the animations are weird. we will need to have an adjustable framerate bc the climbing animation does not look right at the current rate. (also remove the manual animation stuff ig)
* does the medium stuff seem good and right? i am kinda not satisfied with it.
* running onto a ladder causes the characters to bunch up bc the movement speed is slowed down but the trails are not doubled
* no ladder running sound
* shadows should vanish while on a ladder
* uhh if you end a cutscene while on a ladder it resets the animation to "still" which is wrong. will this ever happen? idk
* adding a sprite to your party while you are on a ladder??
|
|
|
|
|
|
| |
Map layers can have a flag on them that specifies that they should be rendered as part of the upper set (rendered above the normal sprite layer but below the above sprite layer).
Also added map connections between hallucination_interior and hallucination_cliff. And named the layers in the map files bc why not.
|
|
|
|
| |
Ionia now moves at half Lucas's speed, which I think is good for NPCs.
|
|
|
|
| |
A sprite with an enclosure zone will collide with it if it attempts to leave the area defined by the zone. This is used to make sure that wandering sprites don't end up in weird places.
|
| |
|
| |
|
| |
|
|
|
|
| |
Also removed some dependencies on the Renderer. More changes need to be made. Fading to black before the change would be good. And making sure the characters are facing the right direction. Maybe that code shouldn't live in Game, either. Later we also want to combine the tilesets for these two maps (and any others that are on Tanetane).
|
|
|
|
| |
Walking into a trigger zone runs a script.
|
| |
|
| |
|
| |
|
| |
|
|
|