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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 year ago |
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ai.json
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Autowalker is working way better and now I have a plan for using the AI in the System.
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1 year 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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1 year 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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1 year 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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1 year ago |
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blood_splatter-256.png
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You now have blood on your screen when below half health.
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1 year ago |
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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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
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config.json
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Autowalker is working way better and now I have a plan for using the AI in the System.
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1 year ago |
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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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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
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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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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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1 year 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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1 year 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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1 year 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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1 year 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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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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1 year ago |
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hairy_spider-256.png
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Bring in a spider enemy.
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1 year 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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1 year 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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1 year ago |
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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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1 year ago |
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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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1 year 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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1 year ago |
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rat_king-256.png
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Forgot the rat king graphic.
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1 year 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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1 year 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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1 year 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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1 year ago |
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rat_with_sword-256.png
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New rat enemy.
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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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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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1 year ago |
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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 year 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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1 year ago |
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torch_horizontal_floor-256.png
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More assets.
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1 year 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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1 year 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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1 year ago |
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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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
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well_down-256.png
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More assets.
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1 year 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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1 year 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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1 year ago |
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wood_barrel_small-256.png
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More assets.
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1 year 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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1 year 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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1 year ago |