Zed A. Shaw
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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2025-07-22 01:08:48 -04:00 |
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Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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2025-07-17 12:39:24 -04:00 |
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Zed A. Shaw
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dc8648016d
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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2025-05-30 17:49:15 -04:00 |
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Zed A. Shaw
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f45dbe8c48
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Ready to refactor the tilemap so I can stylize different parts of the maps generated.
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2025-05-24 12:34:45 -04:00 |
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Zed A. Shaw
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96a585220b
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Raycaster now leaves colors that are above a threshold to have a 'glow' effect.
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2025-05-24 12:03:26 -04:00 |
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Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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2025-05-24 00:47:44 -04:00 |
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Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2025-05-20 03:19:58 -04:00 |
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Zed A. Shaw
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ac252bf09d
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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2025-05-19 11:19:33 -04:00 |
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Zed A. Shaw
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0eb245d113
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
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Zed A. Shaw
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8a3046e141
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The colors and other theme elements can be configured in assets/config.json
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2025-05-13 22:52:27 -04:00 |
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Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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2025-05-02 11:39:39 -04:00 |
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Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2025-04-29 23:59:40 -04:00 |
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Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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2025-04-26 13:18:43 -04:00 |
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Zed A. Shaw
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ad1d08ca96
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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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2025-04-26 00:57:23 -04:00 |
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Zed A. Shaw
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2fb1687997
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Now have sounds and shaders working on the button for each of the different elements.
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2025-04-25 11:54:30 -04:00 |
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Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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2025-04-24 23:06:15 -04:00 |
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Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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2025-04-15 11:38:38 -04:00 |
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Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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2025-04-10 23:42:45 -04:00 |
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Zed A. Shaw
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0e2f213871
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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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2025-04-07 14:02:32 -04:00 |
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Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2025-04-06 23:29:25 -04:00 |
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Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2025-04-06 00:45:51 -04:00 |
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Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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2025-04-05 17:17:26 -04:00 |
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Zed A. Shaw
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5af9a6664e
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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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2025-03-23 11:34:50 -04:00 |
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Zed A. Shaw
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322797f787
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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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2025-03-23 00:04:23 -04:00 |
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Zed A. Shaw
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6c9016eb0f
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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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2025-03-21 02:51:02 -04:00 |
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Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
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Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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2025-03-19 00:14:43 -04:00 |
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Zed A. Shaw
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ee804581a8
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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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2025-03-13 13:44:42 -04:00 |
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Zed A. Shaw
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b7948f8154
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Build is working on both OSX and Windows. Now for linux.
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2025-03-06 20:22:51 -05:00 |
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Zed A. Shaw
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243b4c2663
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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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2025-03-04 22:16:47 -05:00 |
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Zed A. Shaw
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eb8fb82837
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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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2025-03-04 09:31:15 -05:00 |
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Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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2025-03-02 12:36:08 -05:00 |
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Zed A. Shaw
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43835da88f
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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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2025-03-01 13:41:42 -05:00 |
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Zed A. Shaw
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033358749f
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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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2025-03-01 00:24:19 -05:00 |
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Zed A. Shaw
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2d790c5986
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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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2025-02-28 13:03:13 -05:00 |
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Zed A. Shaw
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a8ae6df13b
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Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
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2025-02-28 10:20:28 -05:00 |
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Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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2025-02-28 00:52:48 -05:00 |
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Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
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Zed A. Shaw
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b75a2b8c31
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Add the rat king.
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2025-02-26 10:32:39 -05:00 |
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Zed A. Shaw
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54fbf22b6d
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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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2025-02-25 13:15:39 -05:00 |
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Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2025-02-25 03:01:07 -05:00 |
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Zed A. Shaw
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dfd59065f7
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Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.
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2025-02-24 01:56:16 -05:00 |
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Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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2025-02-23 22:57:27 -05:00 |
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Zed A. Shaw
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daae239831
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Created a simple pickup sound that sounds like you put something in your bag.
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2025-02-22 23:06:20 -05:00 |
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Zed A. Shaw
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6e56de08c5
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Quick little fix to add a blank sound for placeholders.
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2025-02-22 22:18:41 -05:00 |
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Zed A. Shaw
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3720340ab7
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Have a really bad walking sound.
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2025-02-22 13:26:33 -05:00 |
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Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2025-02-22 12:48:37 -05:00 |
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Zed A. Shaw
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3b9525cca4
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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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2025-02-19 23:18:33 -05:00 |
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Zed A. Shaw
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0199248354
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New axe wielding ranger for you to kill.
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2025-02-19 13:24:54 -05:00 |
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Zed A. Shaw
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e04c03b381
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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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2025-02-19 08:33:18 -05:00 |
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