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 |
Zed A. Shaw
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cf9682ed70
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Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
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2 months ago |
Zed A. Shaw
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adfb6367d7
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Finished the first pass of moving everything around and cleaning up as much as possible.
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2 months ago |
Zed A. Shaw
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8eae4b9420
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Reworked the files before the big cleanup of the code.
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2 months ago |