.. |
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
|
Can now set a color to another already existing color.
|
2025-07-17 12:39:24 -04:00 |
devices.json
|
Colors are now being loaded from assets/palette.json
|
2025-07-17 10:50:09 -04:00 |
enemies.json
|
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.
|
2025-07-18 13:09:53 -04:00 |
items.json
|
Colors are now being loaded from assets/palette.json
|
2025-07-17 10:50:09 -04:00 |
map_tiles.json
|
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.
|
2025-07-18 13:09:53 -04:00 |
map_tiles.png
|
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.
|
2025-07-18 13:09:53 -04:00 |
palette.json
|
Map now has a color theme rather than random colors.
|
2025-07-17 12:59:20 -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
|
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.
|
2025-07-18 13:09:53 -04:00 |