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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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New axe wielding ranger for you to kill.
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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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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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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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1 year ago |
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devices.json
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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1 year ago |
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enemies.json
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A simple config loader test.
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1 year ago |
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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 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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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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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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monster-1.ogg
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Playing around with shaders for effects on the scene.
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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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Create a bunch of textures for sprites in the game.
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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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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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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 |
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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 |