Zed A. Shaw
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e7e0df6b70
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New rat enemy.
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12 months ago |
Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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12 months ago |
Zed A. Shaw
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1790eec697
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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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12 months ago |
Zed A. Shaw
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9fe7cac79b
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Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more.
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12 months ago |
Zed A. Shaw
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d38e2cb0f2
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All of the assets I need right now are done.
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12 months ago |
Zed A. Shaw
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4027b70867
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More assets.
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12 months ago |
Zed A. Shaw
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583ad6d9c5
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Create a bunch of textures for sprites in the game.
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12 months ago |
Zed A. Shaw
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90351ce0fe
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The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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12 months ago |
Zed A. Shaw
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421cca308b
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Fixed player showing up as an enemy and did better map centering.
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12 months ago |
Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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12 months ago |
Zed A. Shaw
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6bca6d021e
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Sprite is now a component we can place on anything to render it.
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12 months ago |
Zed A. Shaw
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0cbe20af35
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Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
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1 year ago |
Zed A. Shaw
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a4c13f7fc9
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Maps are back and have color now. TileCell needs a rework.
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1 year ago |
Zed A. Shaw
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27bb08d62c
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Tell json to be more strict about missing fields to avoid that bug in the future, then fix all of the data.
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1 year ago |
Zed A. Shaw
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b6831b75a3
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This fixes the stupid 'bug' where nothing would render because I actually had the data type wrong in the json after moving to the new format.
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1 year ago |
Zed A. Shaw
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a69be90464
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Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite.
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1 year ago |
Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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1 year ago |
Zed A. Shaw
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d798d154ae
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We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
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1 year ago |
Zed A. Shaw
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25ad9b51f8
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Really crappy minimap now displays.
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1 year ago |
Zed A. Shaw
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4b18b21861
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Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.
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1 year ago |
Zed A. Shaw
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14128ab10f
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Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.
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1 year ago |
Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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1 year ago |
Zed A. Shaw
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9e3e347e4a
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Fix a typo.
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1 year ago |
Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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1 year ago |
Zed A. Shaw
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2daa1c9bd5
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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 year ago |
Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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1 year ago |
Zed A. Shaw
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b87217ff90
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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 year ago |
Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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1 year ago |
Zed A. Shaw
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6ed57cd4a8
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Closer to what I want for sprite loading but still needs more work.
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1 year ago |
Zed A. Shaw
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51858ea399
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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 year ago |
Zed A. Shaw
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0882851b3f
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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 year ago |
Zed A. Shaw
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5e6f95513c
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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 year ago |
Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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1 year ago |
Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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1 year ago |
Zed A. Shaw
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da7075864b
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Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
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1 year ago |
Zed A. Shaw
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15a2a69ac1
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Made a seamless wood wall and tried it but back to brick.
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1 year ago |
Zed A. Shaw
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5305aea077
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Fixed up the floor and ceiling textures to not have seams.
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1 year ago |
Zed A. Shaw
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fdc5931b96
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Added a ceiling worm enemy for fun but not really that good.
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1 year ago |
Zed A. Shaw
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ce1476b117
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Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
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1 year ago |
Zed A. Shaw
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cf9682ed70
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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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1 year ago |
Zed A. Shaw
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adfb6367d7
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Finished the first pass of moving everything around and cleaning up as much as possible.
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1 year ago |
Zed A. Shaw
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8eae4b9420
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Reworked the files before the big cleanup of the code.
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1 year ago |