raycaster/assets
2025-07-11 01:02:27 -04:00
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bossfights 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. 2025-05-30 17:49:15 -04:00
items Fix up the healing potion so it looks more like a healing potion. 2025-05-30 22:31:03 -04:00
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
sprites Fix up the healing potion so it looks more like a healing potion. 2025-05-30 22:31:03 -04:00
textures Fix up the healing potion so it looks more like a healing potion. 2025-05-30 22:31:03 -04:00
ui 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. 2025-05-30 17:49:15 -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
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
config.json 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. 2025-05-30 17:49:15 -04:00
devices.json Loot boxes now have ritual items and you can click on them, or the enemy just dies. 2025-06-23 01:33:09 -04:00
enemies.json There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 2025-07-11 01:02:27 -04:00
items.json There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 2025-07-11 01:02:27 -04:00
map_tiles.json There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 2025-07-11 01:02:27 -04:00
map_tiles.png There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 2025-07-11 01:02:27 -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
shaders.json Setting up to have a fire attack and lightning attack. 2025-04-20 22:53:43 -04:00
styles.json Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. 2025-05-30 20:35:17 -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
tiles.json There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it. 2025-07-11 01:02:27 -04:00