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rituals
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2 years ago |
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shaders
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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1 year ago |
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sounds
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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1 year ago |
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ai.json
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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1 year ago |
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animations.json
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2 years ago |
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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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2 years ago |
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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 years ago |
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axe_ranger-256.png
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Build is working on both OSX and Windows. Now for linux.
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2 years ago |
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blood_splatter-256.png
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Bring back a simple blood splatter texture.
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1 year ago |
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bosses.json
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Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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2 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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config.json
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There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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1 year ago |
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devices.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2 years ago |
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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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2 years ago |
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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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2 years ago |
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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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2 years ago |
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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 years ago |
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enemies.json
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Everyone is on fire temporarily.
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1 year ago |
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evil_eye-sprites.png
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Build is working on both OSX and Windows. Now for linux.
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2 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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full_screen_paper.png
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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2 years ago |
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gold_savior-256.png
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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1 year ago |
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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 years ago |
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hairy_spider-256.png
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Bring in a spider enemy.
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2 years ago |
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hanging_brazier-256.png
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Create a bunch of textures for sprites in the game.
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2 years ago |
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healing_potion_small-256.png
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Create a bunch of textures for sprites in the game.
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2 years ago |
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items.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2 years ago |
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paper_ui_background.png
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2 years ago |
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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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2 years ago |
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rat_king-256.png
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Forgot the rat king graphic.
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2 years ago |
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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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2 years ago |
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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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2 years ago |
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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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2 years ago |
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rat_with_sword-256.png
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New rat enemy.
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2 years ago |
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ritual_crafting_area.png
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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2 years ago |
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rituals.json
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Prep for the actually making ritual crafting work.
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1 year ago |
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rope_vines_up-256.png
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All of the assets I need right now are done.
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2 years ago |
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shaders.json
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Setting up to have a fire attack and lightning attack.
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1 year ago |
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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 years ago |
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the_ritual_circle.png
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2 years ago |
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tiles.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2 years ago |
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torch_crappy-256.png
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Create a bunch of textures for sprites in the game.
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2 years ago |
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torch_horizontal_floor-256.png
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More assets.
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2 years ago |
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torch_pillar-256.png
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Create a bunch of textures for sprites in the game.
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2 years ago |
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torch_pillar-512.png
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Create a bunch of textures for sprites in the game.
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2 years ago |
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tripwire_trap-256.png
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All of the assets I need right now are done.
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2 years ago |
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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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2 years ago |
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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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2 years ago |
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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 years ago |
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undead_peasant-spritesheet.png
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Build is working on both OSX and Windows. Now for linux.
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2 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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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 years ago |
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well_down-256.png
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More assets.
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2 years ago |
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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 years ago |
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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 years ago |
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wood_barrel_small-256.png
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More assets.
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2 years ago |
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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 years ago |
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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 years ago |