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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 week 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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1 month 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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1 month ago |
axe_ranger-256.png
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Super awesome twitchy animation for axe guy.
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2 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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3 weeks 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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5 days 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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5 days 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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6 days 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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5 days 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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5 days 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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5 days 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 weeks 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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5 days 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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3 weeks ago |
hairy_spider-256.png
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Bring in a spider enemy.
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3 weeks ago |
hanging_brazier-256.png
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Create a bunch of textures for sprites in the game.
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4 weeks ago |
healing_potion_small-256.png
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Create a bunch of textures for sprites in the game.
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4 weeks 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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6 days 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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4 weeks 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 week ago |
rat_king-256.png
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Forgot the rat king graphic.
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2 weeks 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 week 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 week 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 week ago |
rat_with_sword-256.png
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New rat enemy.
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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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4 weeks 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 week ago |
torch_crappy-256.png
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Create a bunch of textures for sprites in the game.
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4 weeks ago |
torch_horizontal_floor-256.png
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More assets.
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4 weeks ago |
torch_pillar-256.png
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Create a bunch of textures for sprites in the game.
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4 weeks ago |
torch_pillar-512.png
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Create a bunch of textures for sprites in the game.
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4 weeks 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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3 weeks ago |
tripwire_trap-256.png
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All of the assets I need right now are done.
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4 weeks 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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5 days 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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5 days 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
well_down-256.png
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More assets.
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4 weeks 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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1 month 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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1 month ago |
wood_barrel_small-256.png
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More assets.
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4 weeks 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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1 month 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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1 month ago |