Zed A. Shaw
|
e020f25dd1
|
Move the compass to the left so that enemies don't have N on their head.
|
1 week ago |
Zed A. Shaw
|
2d790c5986
|
Boss fight looking better, but I need to get this bounce animation in the main game fights.
|
1 week ago |
Zed A. Shaw
|
25d782df6d
|
Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
|
1 week ago |
Zed A. Shaw
|
a8ae6df13b
|
Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
|
1 week ago |
Zed A. Shaw
|
976b353901
|
Reduce the bit rate and sample rate to get a lower quality effect on the sound.
|
1 week ago |
Zed A. Shaw
|
a0c0308461
|
More boss fight UI done and a bit of ambient sound working.
|
1 week ago |
Zed A. Shaw
|
64807174c0
|
Initial idea for the boss fight UI but it's just a temporary holder for now.
|
2 weeks ago |
Zed A. Shaw
|
a72d2879fd
|
Don't need the debugging.
|
2 weeks ago |
Zed A. Shaw
|
11ea08bc7f
|
Have a little debug minimap in the top right when autowalking with debug on.
|
2 weeks ago |
Zed A. Shaw
|
da1e38e21c
|
Works a bit better now, but still gets stuck on combat and sometimes in alleys.
|
2 weeks ago |
Zed A. Shaw
|
cdb930a7f2
|
Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices.
|
2 weeks ago |
Zed A. Shaw
|
87e1c25cd5
|
Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
|
2 weeks ago |
Zed A. Shaw
|
e6c225f1c8
|
Refactor the Map::neighbors so that it's part of pathing where it should be.
|
2 weeks ago |
Zed A. Shaw
|
d4355a608d
|
Now have an autowalker class that allows me to drive the game from an external source.
|
2 weeks ago |
Zed A. Shaw
|
1aba26831b
|
Also allow mouse clicks to stop autowalk.
|
2 weeks ago |
Zed A. Shaw
|
d03abba8e4
|
Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
|
2 weeks ago |
Zed A. Shaw
|
14a96d0b63
|
Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it.
|
2 weeks ago |
Zed A. Shaw
|
a876229e18
|
Forgot the rat king graphic.
|
2 weeks ago |
Zed A. Shaw
|
14c7f660de
|
Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
|
2 weeks ago |
Zed A. Shaw
|
b75a2b8c31
|
Add the rat king.
|
2 weeks 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.
|
2 weeks ago |
Zed A. Shaw
|
e9accf14e6
|
Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
|
2 weeks ago |
Zed A. Shaw
|
9d49c6a30b
|
Wasn't even using MAX so changed to just a simple BOOST variable that can become a config.
|
2 weeks ago |
Zed A. Shaw
|
5179709e3c
|
Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
|
2 weeks ago |
Zed A. Shaw
|
29e6d45dc6
|
Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
|
2 weeks ago |
Zed A. Shaw
|
1886c99920
|
A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
|
2 weeks 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.
|
2 weeks ago |
Zed A. Shaw
|
0878a9e978
|
Refactored inventory some so that the UI is not so knowing of the internals.
|
2 weeks ago |
Zed A. Shaw
|
e0e7a1027c
|
Inventory system basically works now but is in a alpha hack stage. Time to refactor.
|
2 weeks ago |
Zed A. Shaw
|
b7f49aa719
|
Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them.
|
2 weeks ago |
Zed A. Shaw
|
fa6311f10c
|
Add an ability to mark the main UI dirty so that it forces a render at specific times.
|
2 weeks ago |
Zed A. Shaw
|
b8bafdcab5
|
Forgot the pickup sound.
|
2 weeks ago |
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
|
389690e5c3
|
Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
|
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
|
b8bb49df2c
|
A basic components test that just loads all the config files and their components into a world.
|
2 weeks ago |
Zed A. Shaw
|
d0a6a92bc8
|
More testing improvements.
|
2 weeks ago |
Zed A. Shaw
|
84fff71344
|
Remove some dead functions.
|
2 weeks ago |
Zed A. Shaw
|
4b333c6684
|
Fix the mouse so that it's discrete and one click means on action.
|
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
|
0260e3d345
|
Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
|
2 weeks ago |
Zed A. Shaw
|
f3e1413022
|
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
|
2 weeks ago |
Zed A. Shaw
|
6c1d851e85
|
A bit more cleaning up of the gui and fsm, probaby done.
|
2 weeks ago |