Zed A. Shaw
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947ccbe180
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A simple config loader test.
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2 weeks ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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2 weeks ago |
Zed A. Shaw
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baa4d8ee2b
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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3 weeks ago |
Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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3 weeks ago |
Zed A. Shaw
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0199248354
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New axe wielding ranger for you to kill.
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3 weeks ago |
Zed A. Shaw
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e04c03b381
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Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
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3 weeks ago |
Zed A. Shaw
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69a810b5a1
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Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that.
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3 weeks ago |
Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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3 weeks ago |
Zed A. Shaw
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615599084a
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Bring in a spider enemy.
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3 weeks ago |
Zed A. Shaw
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8d9c2d8c05
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Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.
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3 weeks ago |
Zed A. Shaw
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7c1f05c801
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Combat UI is alright but need to now make a few common widgets.
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3 weeks ago |
Zed A. Shaw
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e7e0df6b70
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New rat enemy.
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3 weeks ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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4 weeks ago |
Zed A. Shaw
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1790eec697
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Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
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4 weeks ago |
Zed A. Shaw
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9fe7cac79b
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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.
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4 weeks ago |
Zed A. Shaw
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d38e2cb0f2
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All of the assets I need right now are done.
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4 weeks ago |
Zed A. Shaw
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4027b70867
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More assets.
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4 weeks ago |
Zed A. Shaw
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583ad6d9c5
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Create a bunch of textures for sprites in the game.
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4 weeks ago |
Zed A. Shaw
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90351ce0fe
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The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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4 weeks ago |
Zed A. Shaw
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421cca308b
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Fixed player showing up as an enemy and did better map centering.
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4 weeks ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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4 weeks ago |
Zed A. Shaw
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6bca6d021e
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Sprite is now a component we can place on anything to render it.
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4 weeks ago |
Zed A. Shaw
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0cbe20af35
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Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
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4 weeks ago |
Zed A. Shaw
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a4c13f7fc9
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Maps are back and have color now. TileCell needs a rework.
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4 weeks ago |
Zed A. Shaw
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27bb08d62c
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Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
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4 weeks ago |
Zed A. Shaw
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b6831b75a3
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This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format.
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4 weeks ago |
Zed A. Shaw
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a69be90464
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Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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4 weeks ago |
Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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4 weeks ago |
Zed A. Shaw
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d798d154ae
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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.
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1 month ago |
Zed A. Shaw
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25ad9b51f8
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Really crappy minimap now displays.
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1 month ago |
Zed A. Shaw
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4b18b21861
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Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.
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1 month ago |
Zed A. Shaw
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14128ab10f
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Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
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1 month ago |
Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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1 month ago |
Zed A. Shaw
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9e3e347e4a
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Fix a typo.
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1 month ago |
Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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1 month ago |
Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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1 month ago |
Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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1 month ago |
Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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1 month ago |
Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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1 month ago |
Zed A. Shaw
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6ed57cd4a8
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Closer to what I want for sprite loading but still needs more work.
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1 month ago |
Zed A. Shaw
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51858ea399
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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.
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1 month ago |
Zed A. Shaw
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0882851b3f
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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1 month ago |
Zed A. Shaw
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5e6f95513c
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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.
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1 month ago |
Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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2 months ago |
Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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2 months ago |
Zed A. Shaw
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da7075864b
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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.
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2 months ago |
Zed A. Shaw
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15a2a69ac1
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Made a seamless wood wall and tried it but back to brick.
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2 months ago |
Zed A. Shaw
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5305aea077
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Fixed up the floor and ceiling textures to not have seams.
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2 months ago |
Zed A. Shaw
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fdc5931b96
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Added a ceiling worm enemy for fun but not really that good.
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2 months ago |
Zed A. Shaw
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ce1476b117
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Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
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2 months ago |