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bossfights
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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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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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Updated the lootable body asset.
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2025-08-13 11:43:05 -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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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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sprites
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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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textures
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Updated the lootable body asset.
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2025-08-13 11:43:05 -04:00 |
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ui
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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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ai.json
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Improved the code so it uses ai::EntityAI and it now will find healing when it gets low. Has a bug where it stalls when finding healing and gets into combat.
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2025-09-07 23:56:24 -04:00 |
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animations.json
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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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bosses.json
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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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config.json
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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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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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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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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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shaders.json
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Setting up to have a fire attack and lightning attack.
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2025-04-20 22:53:43 -04:00 |
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styles.json
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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.
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2025-05-30 20:35:17 -04:00 |
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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 |