Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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17 hours ago |
Zed A. Shaw
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74a1801069
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More scripts for converting and pixelating images for the game.
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17 hours ago |
Zed A. Shaw
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cdd58ee21a
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Another nice scritp from fred.
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17 hours ago |
Zed A. Shaw
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31df3fe7a3
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Better light ceiling and floor tiles.
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1 day ago |
Zed A. Shaw
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dd463d7d6e
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Did a bunch of pixelation tests and I think this is the best setup so far.
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3 days ago |
Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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4 days ago |
Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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4 days ago |
Zed A. Shaw
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8453e7c3b9
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Map is back.
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4 days ago |
Zed A. Shaw
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af2947c50a
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Simple styling of the rooms done.
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5 days ago |
Zed A. Shaw
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5cb74151f5
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Remove more dead code from texturemgr.
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5 days ago |
Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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5 days ago |
Zed A. Shaw
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ea9f6bf383
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Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
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5 days ago |
Zed A. Shaw
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f45dbe8c48
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Ready to refactor the tilemap so I can stylize different parts of the maps generated.
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6 days ago |
Zed A. Shaw
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96a585220b
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Raycaster now leaves colors that are above a threshold to have a 'glow' effect.
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6 days ago |
Zed A. Shaw
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c0d668fb0b
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Played around with a circular map real quick.
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6 days ago |
Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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6 days ago |
Zed A. Shaw
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e361984c40
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Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work.
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6 days ago |
Zed A. Shaw
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90c37fe4c9
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Fixing up how rotation works with combat and then making the lighting better.
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1 week ago |
Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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1 week ago |
Zed A. Shaw
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5f1a453fb4
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Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason.
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1 week ago |
Zed A. Shaw
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20f03731e5
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Cleaned up the maze placement so that I can have mazes without rooms and with other features.
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1 week ago |
Zed A. Shaw
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37715f05a5
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Cleaned up maze and ready to use.
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1 week ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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1 week ago |
Zed A. Shaw
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c97648ab3a
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Remove useless log messages and bring back the tests.
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2 weeks ago |
Zed A. Shaw
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ac252bf09d
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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2 weeks ago |
Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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2 weeks ago |
Zed A. Shaw
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0f8e61797f
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Now using a hunt-and-kill maze algorithm.
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2 weeks ago |
Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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2 weeks ago |
Zed A. Shaw
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6cbfcf993e
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Meson build was using the wrong sfml_main on windows.
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2 weeks ago |
Zed A. Shaw
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0eb245d113
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Working on a better character view.
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2 weeks ago |
Zed A. Shaw
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d6e64dd06b
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The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate.
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2 weeks ago |
Zed A. Shaw
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a2246d2b71
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Move the map_view and mini_map into gui as well.
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2 weeks ago |
Zed A. Shaw
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bed5ce22d2
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Move gui_fsm to fsm but this causes some problems.
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2 weeks ago |
Zed A. Shaw
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cc44c9d37a
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Move the guecstra stuff into the gui.
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2 weeks ago |
Zed A. Shaw
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dfc6aa08e9
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Loot UI is now mostly formed, just need to get loot into it and make it work.
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2 weeks ago |
Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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2 weeks ago |
Zed A. Shaw
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8a3046e141
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The colors and other theme elements can be configured in assets/config.json
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2 weeks ago |
Zed A. Shaw
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74a8599977
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Fully converted to using the lel-guecs library externally now.
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2 weeks ago |
Zed A. Shaw
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7c90eb6da1
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GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there.
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4 weeks ago |
Zed A. Shaw
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abea6da2e0
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More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs.
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4 weeks ago |
Zed A. Shaw
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1780a758b3
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Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs.
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4 weeks ago |
Zed A. Shaw
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20176cf54a
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GUECS refactor part 1.
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4 weeks ago |
Zed A. Shaw
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4e7f837240
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Cleanup of GUECS and the textures manager.
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4 weeks ago |
Zed A. Shaw
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438bd8ab8a
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Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over.
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4 weeks ago |
Zed A. Shaw
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82ce3cb6be
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Autowalker now knows how to craft its first weapon and open the map.
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4 weeks ago |
Zed A. Shaw
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70d27b9a95
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GUECS now has a click_on function so you can programatically click on buttons for testing.
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4 weeks ago |
Zed A. Shaw
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78ba83e916
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Move the map opened detect out to the class.
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4 weeks ago |
Zed A. Shaw
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c4ed26184b
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Autowalker now opens the map at first to test that it works.
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4 weeks ago |
Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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4 weeks ago |
Zed A. Shaw
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bac552c3d7
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Ritual ui now does the combination correctly.
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4 weeks ago |