Zed A. Shaw
|
90c37fe4c9
|
Fixing up how rotation works with combat and then making the lighting better.
|
2 weeks ago |
Zed A. Shaw
|
4eaf3c35d6
|
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.
|
2 weeks ago |
Zed A. Shaw
|
dfc6aa08e9
|
Loot UI is now mostly formed, just need to get loot into it and make it work.
|
3 weeks ago |
Zed A. Shaw
|
abea6da2e0
|
More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs.
|
4 weeks ago |
Zed A. Shaw
|
dab0e092e6
|
RitualUI is mostly working, but need to make the consumption of items work in the UI.
|
1 month ago |
Zed A. Shaw
|
6269d10807
|
The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.
|
1 month ago |
Zed A. Shaw
|
35ced58cc9
|
Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
|
2 months ago |
Zed A. Shaw
|
a5b8e411e3
|
I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
|
2 months ago |
Zed A. Shaw
|
e6a8a8b338
|
Fixed the map so that it shows directional arrows instead of a compass.
|
2 months ago |
Zed A. Shaw
|
6c9016eb0f
|
After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
|
2 months ago |
Zed A. Shaw
|
5c815cf755
|
Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level.
|
3 months ago |
Zed A. Shaw
|
a3f6ba3c03
|
Refactored the bossfight_ui so it will work with any description of a boss fight.
|
3 months ago |
Zed A. Shaw
|
54fbf22b6d
|
We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
|
3 months ago |
Zed A. Shaw
|
dfd59065f7
|
Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
|
3 months ago |
Zed A. Shaw
|
80a0f2ba75
|
Basic simple animations where the enemies just move forward.
|
3 months ago |
Zed A. Shaw
|
f2b7871d12
|
Quickly pulled out some of the magic numbers but this isn't the ideal way to configure this stuff.
|
3 months ago |
Zed A. Shaw
|
bfe0d797c8
|
Status UI now has a log and some buttons.
|
3 months ago |
Zed A. Shaw
|
3a6ba8445a
|
Added a Background guecs component.
|
3 months ago |
Zed A. Shaw
|
d2700d2928
|
You now have blood on your screen when below half health.
|
4 months ago |
Zed A. Shaw
|
9b3b81683a
|
Separate out the major UIs to get ready for their development, and enable debug button.
|
4 months ago |
Zed A. Shaw
|
be4d0d51de
|
Two main GUI elements are placed for the left side status and the bottom combat UIs.
|
4 months ago |
Zed A. Shaw
|
9fe7cac79b
|
Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
|
4 months ago |
Zed A. Shaw
|
21e087ded5
|
Basic UI positioning and layout prior to designing the UI and setting a place for the combat system.
|
4 months ago |
Zed A. Shaw
|
d798d154ae
|
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
|
4 months ago |
Zed A. Shaw
|
1d3a76e5ee
|
Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
|
4 months ago |
Zed A. Shaw
|
2daa1c9bd5
|
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
|
4 months ago |
Zed A. Shaw
|
3519c73079
|
Remove some more junk from the texture thing.
|
4 months ago |
Zed A. Shaw
|
51858ea399
|
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
|
4 months ago |
Zed A. Shaw
|
0882851b3f
|
Switching back to 256px textures for most things, but the weapon works best as a 512px.
|
4 months ago |
Zed A. Shaw
|
5e6f95513c
|
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
|
4 months ago |
Zed A. Shaw
|
da7075864b
|
Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
|
4 months ago |
Zed A. Shaw
|
c98aa936ad
|
The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
|
4 months ago |
Zed A. Shaw
|
308fe4bed2
|
Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
|
4 months ago |
Zed A. Shaw
|
53a151511e
|
Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG.
|
5 months ago |
Zed A. Shaw
|
7a74877849
|
Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
|
5 months ago |