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sounds
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2 months ago |
armored_knight_1-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
armored_knight_1-512.png
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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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3 months ago |
axe_ranger-256.png
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Super awesome twitchy animation for axe guy.
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2 months ago |
blood_splatter-256.png
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You now have blood on your screen when below half health.
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2 months ago |
bosses.json
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Can now mark json/components with std::optional and then they can be null/false to disable them.
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2 months ago |
ceiling_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
ceiling_test-512.png
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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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3 months ago |
ceiling_worm-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
cinqueda_1-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
cinqueda_1-512.png
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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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3 months ago |
config.json
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2 months ago |
devices.json
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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2 months ago |
devils_fingers_background.jpg
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BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions.
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2 months ago |
devils_fingers_sprite.png
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2 months ago |
devils_fingers_stage.png
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2 months ago |
down_the_well.jpg
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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.
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2 months ago |
enemies.json
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2 months ago |
evil_eye-sprites.png
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Have a barely working animation thing that animates the evil eye when you click a button.
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3 months ago |
evil_eye_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
evil_eye_test-512.png
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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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3 months ago |
floor_tile_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
floor_tile_test-512.png
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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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3 months ago |
grave_stone-256.png
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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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2 months ago |
hairy_spider-256.png
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Bring in a spider enemy.
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2 months ago |
hanging_brazier-256.png
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Create a bunch of textures for sprites in the game.
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2 months ago |
healing_potion_small-256.png
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Create a bunch of textures for sprites in the game.
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2 months ago |
items.json
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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2 months ago |
left_gui.png
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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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2 months ago |
rat-king-boss-fight-test-small.jpg
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2 months ago |
rat_king-256.png
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Forgot the rat king graphic.
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2 months ago |
rat_king_2_frame_animation.png
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2 months ago |
rat_king_boss_fight_background.jpg
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2 months ago |
rat_king_boss_fight_sprite.png
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2 months ago |
rat_with_sword-256.png
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New rat enemy.
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2 months ago |
rope_vines_up-256.png
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All of the assets I need right now are done.
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2 months ago |
text.otf
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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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3 months ago |
tiles.json
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2 months ago |
torch_crappy-256.png
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Create a bunch of textures for sprites in the game.
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2 months ago |
torch_horizontal_floor-256.png
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More assets.
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2 months ago |
torch_pillar-256.png
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Create a bunch of textures for sprites in the game.
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2 months ago |
torch_pillar-512.png
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Create a bunch of textures for sprites in the game.
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2 months ago |
trash_button.png
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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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2 months ago |
tripwire_trap-256.png
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All of the assets I need right now are done.
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2 months ago |
tunnel_with_rocks.png
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2 months ago |
tunnel_with_rocks_stage.png
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2 months ago |
undead_peasant-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
undead_peasant-spritesheet.png
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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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3 months ago |
wall_simple-256.png
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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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3 months ago |
wall_texture_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
wall_texture_test-512.png
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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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3 months ago |
wall_with_pillars-256.png
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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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3 months ago |
wall_with_vines-256.png
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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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3 months ago |
well_down-256.png
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More assets.
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2 months ago |
wood_barrel_large-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
wood_barrel_large-512.png
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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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3 months ago |
wood_barrel_small-256.png
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More assets.
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2 months ago |
wood_wall-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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3 months ago |
wood_wall-512.png
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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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3 months ago |