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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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New axe wielding ranger for you to kill.
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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 |
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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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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2 months ago |
devices.json
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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2 months ago |
enemies.json
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New axe wielding ranger for you to kill.
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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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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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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 |
monster-1.ogg
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Playing around with shaders for effects on the scene.
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3 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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Create a bunch of textures for sprites in the game.
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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 |
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 |