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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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1 month ago |
ai.json
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BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that.
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3 weeks 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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2 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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2 months ago |
axe_ranger-256.png
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Build is working on both OSX and Windows. Now for linux.
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4 weeks 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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Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level.
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4 weeks 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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2 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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2 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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2 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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2 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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2 months ago |
config.json
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Autowalker is working way better and now I have a plan for using the AI in the System.
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3 weeks 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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1 month 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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4 weeks 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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4 weeks 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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4 weeks 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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1 month ago |
enemies.json
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AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health.
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3 weeks ago |
evil_eye-sprites.png
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Build is working on both OSX and Windows. Now for linux.
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4 weeks 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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2 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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2 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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2 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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2 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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1 month ago |
hairy_spider-256.png
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Bring in a spider enemy.
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1 month 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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1 month 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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1 month ago |
rat_king-256.png
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Forgot the rat king graphic.
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1 month 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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1 month 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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1 month 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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1 month ago |
rat_with_sword-256.png
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New rat enemy.
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2 months ago |
rituals.json
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Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more.
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3 weeks 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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2 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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1 month 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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1 month 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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4 weeks 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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4 weeks 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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2 months ago |
undead_peasant-spritesheet.png
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Build is working on both OSX and Windows. Now for linux.
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4 weeks 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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2 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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2 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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2 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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2 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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2 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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2 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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2 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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2 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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2 months ago |