Zed A. Shaw
|
daae239831
|
Created a simple pickup sound that sounds like you put something in your bag.
|
2 weeks ago |
Zed A. Shaw
|
806f8e4e1a
|
Make enemies always twitch forward a bit, even if they have animation frames.
|
2 weeks ago |
Zed A. Shaw
|
2261e6f418
|
Remove that terrible walking sound.
|
2 weeks ago |
Zed A. Shaw
|
6e56de08c5
|
Quick little fix to add a blank sound for placeholders.
|
2 weeks ago |
Zed A. Shaw
|
3720340ab7
|
Have a really bad walking sound.
|
2 weeks ago |
Zed A. Shaw
|
20cbc3a21c
|
Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
|
2 weeks ago |
Zed A. Shaw
|
83df9ff03b
|
Super awesome twitchy animation for axe guy.
|
2 weeks ago |
Zed A. Shaw
|
80a0f2ba75
|
Basic simple animations where the enemies just move forward.
|
2 weeks ago |
Zed A. Shaw
|
947ccbe180
|
A simple config loader test.
|
2 weeks ago |
Zed A. Shaw
|
b43553a563
|
Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
|
2 weeks ago |
Zed A. Shaw
|
baa4d8ee2b
|
Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
|
3 weeks ago |
Zed A. Shaw
|
3b9525cca4
|
Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
|
3 weeks ago |
Zed A. Shaw
|
0199248354
|
New axe wielding ranger for you to kill.
|
3 weeks ago |
Zed A. Shaw
|
e04c03b381
|
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.
|
3 weeks ago |
Zed A. Shaw
|
69a810b5a1
|
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.
|
3 weeks ago |
Zed A. Shaw
|
49a71e257e
|
GUI for combat now works better and I can create sprites for things if I want.
|
3 weeks ago |
Zed A. Shaw
|
615599084a
|
Bring in a spider enemy.
|
3 weeks ago |
Zed A. Shaw
|
8d9c2d8c05
|
Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed.
|
3 weeks ago |
Zed A. Shaw
|
7c1f05c801
|
Combat UI is alright but need to now make a few common widgets.
|
3 weeks ago |
Zed A. Shaw
|
e7e0df6b70
|
New rat enemy.
|
3 weeks ago |
Zed A. Shaw
|
d2700d2928
|
You now have blood on your screen when below half health.
|
4 weeks ago |
Zed A. Shaw
|
1790eec697
|
Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
|
4 weeks 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 weeks ago |
Zed A. Shaw
|
d38e2cb0f2
|
All of the assets I need right now are done.
|
4 weeks ago |
Zed A. Shaw
|
4027b70867
|
More assets.
|
4 weeks ago |
Zed A. Shaw
|
583ad6d9c5
|
Create a bunch of textures for sprites in the game.
|
4 weeks ago |
Zed A. Shaw
|
90351ce0fe
|
The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
|
4 weeks ago |
Zed A. Shaw
|
421cca308b
|
Fixed player showing up as an enemy and did better map centering.
|
4 weeks ago |
Zed A. Shaw
|
abd843d5ec
|
Very basic attack system.
|
4 weeks ago |
Zed A. Shaw
|
6bca6d021e
|
Sprite is now a component we can place on anything to render it.
|
4 weeks ago |
Zed A. Shaw
|
0cbe20af35
|
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.
|
4 weeks ago |
Zed A. Shaw
|
a4c13f7fc9
|
Maps are back and have color now. TileCell needs a rework.
|
4 weeks ago |
Zed A. Shaw
|
27bb08d62c
|
Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
|
4 weeks ago |
Zed A. Shaw
|
b6831b75a3
|
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.
|
4 weeks ago |
Zed A. Shaw
|
a69be90464
|
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.
|
4 weeks ago |
Zed A. Shaw
|
9e91c71125
|
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
|
4 weeks 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.
|
1 month ago |
Zed A. Shaw
|
25ad9b51f8
|
Really crappy minimap now displays.
|
1 month ago |
Zed A. Shaw
|
4b18b21861
|
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.
|
1 month ago |
Zed A. Shaw
|
14128ab10f
|
Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
|
1 month ago |
Zed A. Shaw
|
a67d25ee10
|
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
|
1 month ago |
Zed A. Shaw
|
9e3e347e4a
|
Fix a typo.
|
1 month ago |
Zed A. Shaw
|
56d67aba28
|
First hack to get a random gen map going.
|
1 month ago |
Zed A. Shaw
|
2daa1c9bd5
|
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
|
1 month ago |
Zed A. Shaw
|
071808a0f8
|
Playing around with shaders for effects on the scene.
|
1 month ago |
Zed A. Shaw
|
b87217ff90
|
Have a barely working animation thing that animates the evil eye when you click a button.
|
1 month ago |
Zed A. Shaw
|
51c1e04f61
|
Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
|
1 month ago |
Zed A. Shaw
|
6ed57cd4a8
|
Closer to what I want for sprite loading but still needs more work.
|
1 month 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.
|
1 month ago |
Zed A. Shaw
|
0882851b3f
|
Switching back to 256px textures for most things, but the weapon works best as a 512px.
|
1 month ago |