raycaster/assets
2025-05-29 00:44:52 -04:00
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rituals Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
shaders rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. 2025-04-25 23:36:18 -04:00
sounds Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
ai.json Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. 2025-04-07 14:02:32 -04:00
animations.json Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2025-03-20 01:10:01 -04:00
armored_knight_1-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
armored_knight_1-512.png 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. 2025-01-25 07:46:57 -05:00
axe_ranger-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
blood_splatter-256.png Bring back a simple blood splatter texture. 2025-04-05 17:48:24 -04:00
bosses.json Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 2025-03-17 15:23:47 -04:00
ceiling_moss_brick_blue_light-256.png Better light ceiling and floor tiles. 2025-05-29 00:44:52 -04:00
ceiling_test-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
ceiling_test-512.png 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. 2025-01-25 07:46:57 -05:00
ceiling_worm-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
cinqueda_1-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
cinqueda_1-512.png 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. 2025-01-25 07:46:57 -05:00
config.json Ready to refactor the tilemap so I can stylize different parts of the maps generated. 2025-05-24 12:34:45 -04:00
devices.json 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. 2025-05-19 11:19:33 -04:00
devils_fingers_background.jpg 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. 2025-03-04 09:31:15 -05:00
devils_fingers_sprite.png Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 2025-03-04 12:12:27 -05:00
devils_fingers_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -05:00
down_the_well.jpg 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. 2025-02-25 13:15:39 -05:00
enemies.json Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
evil_eye-sprites.png Build is working on both OSX and Windows. Now for linux. 2025-03-06 20:22:51 -05:00
evil_eye_test-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
evil_eye_test-512.png 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. 2025-01-25 07:46:57 -05:00
floor_tile_test-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
floor_tile_test-512.png 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. 2025-01-25 07:46:57 -05:00
full_screen_paper.png Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 2025-03-23 00:04:23 -04:00
glowing_moss_wall-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
gold_savior-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
gold_savior_oil-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
grave_stone-256.png 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. 2025-02-19 08:33:18 -05:00
hairy_spider-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
hanging_brazier-256.png Create a bunch of textures for sprites in the game. 2025-02-11 20:46:44 -05:00
healing_potion_small-256.png Create a bunch of textures for sprites in the game. 2025-02-11 20:46:44 -05:00
items.json Played around with a circular map real quick. 2025-05-24 10:58:28 -04:00
large_stone_floor-256.png Better light ceiling and floor tiles. 2025-05-29 00:44:52 -04:00
lava_floor-256.png Playing with maze gen again. 2025-05-20 03:19:58 -04:00
paper_ui_background.png 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. 2025-03-21 02:51:02 -04:00
peasant_girl_2-256.png Working on a better character view. 2025-05-16 01:22:12 -04:00
rat-king-boss-fight-test-small.jpg Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -05:00
rat_king-256.png Forgot the rat king graphic. 2025-02-26 12:22:31 -05:00
rat_king_2_frame_animation.png Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2025-03-01 13:41:42 -05:00
rat_king_boss_fight_background.jpg Boss fight looking better, but I need to get this bounce animation in the main game fights. 2025-02-28 13:03:13 -05:00
rat_king_boss_fight_sprite.png Boss fight looking better, but I need to get this bounce animation in the main game fights. 2025-02-28 13:03:13 -05:00
rat_with_sword-256.png New rat enemy. 2025-02-14 15:22:47 -05:00
ritual_crafting_area.png Very early prototype of the ritual crafting UI, but it needs its own thing. 2025-03-19 00:14:43 -04:00
rituals.json Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. 2025-05-02 11:39:39 -04:00
rope_vines_up-256.png All of the assets I need right now are done. 2025-02-12 11:18:24 -05:00
shaders.json Setting up to have a fire attack and lightning attack. 2025-04-20 22:53:43 -04:00
text.otf 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. 2025-01-18 02:42:41 -05:00
the_ritual_circle.png Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2025-03-20 01:10:01 -04:00
tiles.json The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 2025-05-26 13:59:26 -04:00
torch_crappy-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
torch_horizontal_floor-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
torch_pillar-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
torch_pillar-512.png Create a bunch of textures for sprites in the game. 2025-02-11 20:46:44 -05:00
tripwire_trap-256.png All of the assets I need right now are done. 2025-02-12 11:18:24 -05:00
tunnel_with_rocks.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -05:00
tunnel_with_rocks_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -05:00
undead_peasant-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
undead_peasant-spritesheet.png Build is working on both OSX and Windows. Now for linux. 2025-03-06 20:22:51 -05:00
wall_simple-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00
wall_texture_test-256.png Did a bunch of pixelation tests and I think this is the best setup so far. 2025-05-26 23:36:22 -04:00
wall_texture_test-512.png 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. 2025-01-25 07:46:57 -05:00
wall_with_pillars-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00
wall_with_vines-256.png Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00
well_down-256.png More assets. 2025-02-12 02:24:32 -05:00
wood_barrel_large-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
wood_barrel_large-512.png 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. 2025-01-25 07:46:57 -05:00
wood_barrel_small-256.png More assets. 2025-02-12 02:24:32 -05:00
wood_wall-256.png Switching back to 256px textures for most things, but the weapon works best as a 512px. 2025-01-25 08:29:01 -05:00
wood_wall-512.png 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. 2025-01-25 07:46:57 -05:00