Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/assets
Zed A. Shaw 5c815cf755 Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 5 days ago
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sounds Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 1 week ago
armored_knight_1-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
armored_knight_1-512.png 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. 1 month ago
axe_ranger-256.png Super awesome twitchy animation for axe guy. 2 weeks ago
blood_splatter-256.png You now have blood on your screen when below half health. 3 weeks ago
bosses.json Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 5 days ago
ceiling_test-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
ceiling_test-512.png 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. 1 month ago
ceiling_worm-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
cinqueda_1-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
cinqueda_1-512.png 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. 1 month ago
config.json Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 5 days ago
devices.json BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 6 days ago
devils_fingers_background.jpg 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. 5 days ago
devils_fingers_sprite.png Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 5 days ago
devils_fingers_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 5 days ago
down_the_well.jpg 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
enemies.json Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 5 days ago
evil_eye-sprites.png Have a barely working animation thing that animates the evil eye when you click a button. 1 month ago
evil_eye_test-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
evil_eye_test-512.png 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. 1 month ago
floor_tile_test-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
floor_tile_test-512.png 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. 1 month ago
grave_stone-256.png 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. 3 weeks ago
hairy_spider-256.png Bring in a spider enemy. 3 weeks ago
hanging_brazier-256.png Create a bunch of textures for sprites in the game. 4 weeks ago
healing_potion_small-256.png Create a bunch of textures for sprites in the game. 4 weeks ago
items.json BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 6 days ago
left_gui.png Went with just making the left gui frame monochrome to sort out its value structure compared to the scene. 4 weeks ago
rat-king-boss-fight-test-small.jpg Initial idea for the boss fight UI but it's just a temporary holder for now. 1 week ago
rat_king-256.png Forgot the rat king graphic. 2 weeks ago
rat_king_2_frame_animation.png Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 1 week ago
rat_king_boss_fight_background.jpg Boss fight looking better, but I need to get this bounce animation in the main game fights. 1 week ago
rat_king_boss_fight_sprite.png Boss fight looking better, but I need to get this bounce animation in the main game fights. 1 week ago
rat_with_sword-256.png New rat enemy. 3 weeks ago
rope_vines_up-256.png All of the assets I need right now are done. 4 weeks ago
text.otf 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. 2 months ago
tiles.json Initial idea for the boss fight UI but it's just a temporary holder for now. 1 week ago
torch_crappy-256.png Create a bunch of textures for sprites in the game. 4 weeks ago
torch_horizontal_floor-256.png More assets. 4 weeks ago
torch_pillar-256.png Create a bunch of textures for sprites in the game. 4 weeks ago
torch_pillar-512.png Create a bunch of textures for sprites in the game. 4 weeks ago
trash_button.png 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. 3 weeks ago
tripwire_trap-256.png All of the assets I need right now are done. 4 weeks ago
tunnel_with_rocks.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 5 days ago
tunnel_with_rocks_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 5 days ago
undead_peasant-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
undead_peasant-spritesheet.png 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. 1 month ago
wall_simple-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
wall_texture_test-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
wall_texture_test-512.png 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. 1 month ago
wall_with_pillars-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
wall_with_vines-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
well_down-256.png More assets. 4 weeks ago
wood_barrel_large-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
wood_barrel_large-512.png 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. 1 month ago
wood_barrel_small-256.png More assets. 4 weeks ago
wood_wall-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 1 month ago
wood_wall-512.png 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. 1 month ago