Zed A. Shaw
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94c0d2dc0b
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Using a blank audio for the story board.
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2025-12-05 11:29:26 -05:00 |
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Zed A. Shaw
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94b46a2f95
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Fix up the main game based on arena changes.
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2025-12-05 11:20:35 -05:00 |
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Zed A. Shaw
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f839edcd56
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BattleEngine is now connected to the boss::UI so as you click it'll continually run the plan and figure out the AI actions.
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2025-12-05 00:51:35 -05:00 |
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Zed A. Shaw
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a38bb5b691
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Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI?
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2025-12-03 15:24:41 -05:00 |
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Zed A. Shaw
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b48df3f4db
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Can now run the full AI for all combatants and then sort by the action costs to make the action queue.
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2025-11-27 12:46:14 -05:00 |
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Zed A. Shaw
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63a17d7efa
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Boss fight now has combat stats and damage so I can now have a boss fight.
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2025-11-22 00:50:47 -05:00 |
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Zed A. Shaw
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8ee3e8736f
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Simple battle system included in the boss fight but I need to figure out how it should operate.
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2025-11-19 13:26:21 -05:00 |
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Zed A. Shaw
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fa4573be7b
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Cutscene is working now, just have to merge it in.
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2025-11-13 13:28:11 -05:00 |
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Zed A. Shaw
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e6072c9f1e
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[BROKEN] I have audio for a basic cutscene that's about the most cringe thing you can ever hear so you can't hear it.
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2025-11-13 12:13:58 -05:00 |
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Zed A. Shaw
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c486db5a57
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Can now export the time code/actions from Reaper as json data and the storyboard will play them.
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2025-11-12 11:42:22 -05:00 |
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Zed A. Shaw
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29409c54ce
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Camera for the storyboard can now do pan, bounce, dolly, and shake.
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2025-11-09 11:41:11 -05:00 |
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Zed A. Shaw
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0d326089f7
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Movement is now much smoother for the easing functions and I can pan around better, but it's hard coded to only do pan at the moment.
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2025-11-09 01:40:15 -05:00 |
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Zed A. Shaw
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2ebefcce05
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Playing with some basic cameras to figure out how the motion will work.
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2025-11-06 01:01:32 -05:00 |
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Zed A. Shaw
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4bda2ee01c
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Now have a simple storyboard system that can display an image and move with the camera to different cells.
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2025-11-04 00:20:49 -05:00 |
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Zed A. Shaw
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5b57fb2033
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Now have a simple camera system that I can configure in json for different motion effects.
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2025-11-03 00:25:48 -05:00 |
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Zed A. Shaw
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222c66a1f2
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Now can do a SLIDE motion that is a linear move to an x/y.
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2025-11-02 12:35:45 -05:00 |
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Zed A. Shaw
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f1f4cbc80f
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Animations can now be applied to sf::View to do animated camera effects.
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2025-11-01 12:29:22 -04:00 |
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Zed A. Shaw
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d60e1af6df
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A bit of refactor to put apply in Animation where it belongs.
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2025-11-01 11:13:12 -04:00 |
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Zed A. Shaw
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102c8c36d5
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BAD: This gets the animation to control the camera, but it's a quick hack to prove it works.
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2025-11-01 01:15:18 -04:00 |
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Zed A. Shaw
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82a38e5fa1
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Now using the jankifier to process my images.
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2025-10-30 13:57:25 -04:00 |
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Zed A. Shaw
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26d313269c
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Working on how to do an idle 'breathing' animation for sprites.
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2025-10-28 01:03:59 -04:00 |
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Zed A. Shaw
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2ecd8528ea
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Can indicate that a animation is flipped, which will *-1 on the x.
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2025-10-27 23:54:31 -04:00 |
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Zed A. Shaw
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c4fcb41c34
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Now have the ability to specify parameters needed.
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2025-10-27 23:01:48 -04:00 |
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Zed A. Shaw
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949bbd4f15
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Better easings and motion but I need better data.
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2025-10-27 22:22:57 -04:00 |
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Zed A. Shaw
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f8158a3ea9
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Animated scenes can easily make floors that do things, floors with moving elements, but I need to improve the easing/motion parts of the animations.
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2025-10-24 00:24:29 -04:00 |
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Zed A. Shaw
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2d836a9e2a
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The layout is now also coming from the bosses.json file so it's totally configured there.
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2025-10-23 23:11:48 -04:00 |
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Zed A. Shaw
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e5fa76b03c
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Floor is now just a fixture.
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2025-10-23 14:12:04 -04:00 |
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Zed A. Shaw
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23f54bd4fe
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Now fixtures and actors are loaded the same.
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2025-10-23 13:48:58 -04:00 |
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Zed A. Shaw
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49c9702041
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Cleaned up the arena code more and closer to pulling it out for a scene system.
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2025-10-23 00:29:15 -04:00 |
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Zed A. Shaw
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25f7096489
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AnimatedScene now defines how a scene with animated sprites and actors is structured and played.
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2025-10-22 00:11:36 -04:00 |
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Zed A. Shaw
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7c11ffa2af
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Now have animated torches that are defined from json, and smoother animations in the arena.
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2025-10-21 00:21:46 -04:00 |
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Zed A. Shaw
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387d1a5bf5
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Now have the ability to place animated fixtures anywhere and to flip them.
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2025-10-20 00:29:12 -04:00 |
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Zed A. Shaw
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e99c07b50c
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Add a couple of rats that help the rat king. Render them behind.
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2025-10-19 00:55:39 -04:00 |
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Zed A. Shaw
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71e3c97cf0
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Arena works better now and I can give a list of sprites to work as fixtures in a scene.
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2025-10-19 00:47:28 -04:00 |
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Zed A. Shaw
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59ba73baa0
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Mostly working torch sprites have taught me what I need for the animation system.
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2025-10-18 00:13:44 -04:00 |
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Zed A. Shaw
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a578c49a77
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Basic arena working that lets me work on the boss fight system quicker.
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2025-10-16 12:00:33 -04:00 |
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Zed A. Shaw
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7f10c5b3d7
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New boss scene that's really just a pixelated photo bash done quickly.
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2025-10-12 14:05:30 -04:00 |
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Zed A. Shaw
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0930b05fc5
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Some basic animations working but the loop in bad.
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2025-10-10 01:42:42 -04:00 |
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Zed A. Shaw
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c33f370572
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Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks.
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2025-10-10 00:25:37 -04:00 |
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Zed A. Shaw
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517de91a5b
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Quick code review to refresh my memory.
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2025-10-09 01:23:01 -04:00 |
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Zed A. Shaw
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f33e14f2cf
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More on the boss fight sytem, just a basic FSM going.
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2025-10-07 12:47:47 -04:00 |
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Zed A. Shaw
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61a40ae7cd
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Refactored boss fight to pull out the FSM code into boss::Fight.
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2025-09-29 13:19:59 -04:00 |
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Zed A. Shaw
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06a174040f
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The whole boss fight scene is now configurable with json.
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2025-09-27 11:58:44 -04:00 |
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Zed A. Shaw
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d398b042a7
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New bossfight layout with fake 'paper cutouts' to work out how the UI would work.
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2025-09-24 01:29:36 -04:00 |
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Zed A. Shaw
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07e281d987
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Have a basic understanding of what to do for the boss fight arena, but now want to start over fresh.
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2025-09-22 13:43:36 -04:00 |
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Zed A. Shaw
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e523aa8b02
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Quick refactor of the config system to make it easier to refactor config.cpp/hpp later.
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2025-09-16 11:59:30 -04:00 |
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Zed A. Shaw
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d1f7337de4
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Now have a fully painting/pixelated female hand for the actions.
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2025-09-15 13:26:18 -04:00 |
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Zed A. Shaw
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7af264e147
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Now have a fancy hand animation when you cast your rituals.
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2025-09-15 02:14:13 -04:00 |
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Zed A. Shaw
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ad3e580495
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Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it.
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2025-09-12 11:56:11 -04:00 |
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Zed A. Shaw
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8384b11993
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Refactored the animation so I can normalize it to one api. Next is to create the concept of a temporary entity that represents a transitive effect.
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2025-09-11 14:18:52 -04:00 |
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