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boss2
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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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bossfights
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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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fixtures
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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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hands
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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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icons
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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items
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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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rituals
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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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shaders
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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2025-04-25 23:36:18 -04:00 |
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sounds
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Boss fight is now working. Turned out to be something really dumb.
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2025-12-19 12:04:51 -05:00 |
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sprites
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Clean up the source tree before reorganizing it.
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2026-02-26 23:43:30 -05:00 |
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story
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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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textures
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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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ui
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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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ai.json
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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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animation.json
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Entities in the world are now animated like before using the new animation system.
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2026-02-25 12:13:43 -05:00 |
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bosses.json
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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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cameras.json
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storyboard::UI now adapts the camera to fit the story beats, but really story should do that.
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2026-02-22 12:14:42 -05:00 |
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config.json
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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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devices.json
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New dead_body_lootable sprite for dead things you can loot.
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2025-08-10 12:30:42 -04:00 |
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enemies.json
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The shader effects now work correctly on the scene actors, but the application of shaders should be on the animation class.
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2026-01-02 23:23:05 -05:00 |
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icons.json
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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items.json
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Colors are now being loaded from assets/palette.json
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2025-07-17 10:50:09 -04:00 |
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map_tiles.json
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New dead_body_lootable sprite for dead things you can loot.
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2025-08-10 12:30:42 -04:00 |
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map_tiles.png
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New dead_body_lootable sprite for dead things you can loot.
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2025-08-10 12:30:42 -04:00 |
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palette.json
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New dead_body_lootable sprite for dead things you can loot.
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2025-08-10 12:30:42 -04:00 |
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rituals.json
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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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room_themes.json
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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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shaders.json
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The shader effects now work correctly on the scene actors, but the application of shaders should be on the animation class.
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2026-01-02 23:23:05 -05:00 |
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stories.json
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stories.json now encodes the duration for a transform so that the time code of the event isn't also controlling the time that the transform runs.
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2026-02-22 23:40:00 -05:00 |
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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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2025-01-18 02:42:41 -05:00 |
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tiles.json
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2025-07-18 13:09:53 -04:00 |