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sounds
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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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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Super awesome twitchy animation for axe guy.
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2 years 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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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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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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2 years ago |
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devices.json
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Basic simple animations where the enemies just move forward.
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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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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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2 years 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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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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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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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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2 years 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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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_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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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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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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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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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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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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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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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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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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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 |