.. |
armored_knight_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 |
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
|
Super awesome twitchy animation for axe guy.
|
2025-02-22 11:03:38 -05:00 |
blank.ogg
|
Quick little fix to add a blank sound for placeholders.
|
2025-02-22 22:18:41 -05:00 |
blood_splatter-256.png
|
You now have blood on your screen when below half health.
|
2025-02-13 13:15:20 -05:00 |
ceiling_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 |
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
|
Add the rat king.
|
2025-02-26 10:32:39 -05:00 |
devices.json
|
Basic simple animations where the enemies just move forward.
|
2025-02-22 01:36:31 -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
|
Add the rat king.
|
2025-02-26 10:32:39 -05:00 |
evil_eye-sprites.png
|
Have a barely working animation thing that animates the evil eye when you click a button.
|
2025-01-27 05:40:04 -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
|
Switching back to 256px textures for most things, but the weapon works best as a 512px.
|
2025-01-25 08:29:01 -05:00 |
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 |
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
|
Bring in a spider enemy.
|
2025-02-17 14:34:50 -05:00 |
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
|
A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
|
2025-02-24 12:05:54 -05:00 |
left_gui.png
|
Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
|
2025-02-12 16:16:30 -05:00 |
monster-1.ogg
|
Playing around with shaders for effects on the scene.
|
2025-01-27 11:36:00 -05:00 |
monster-16.ogg
|
Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
|
2025-02-22 12:48:37 -05:00 |
pickup.ogg
|
Forgot the pickup sound.
|
2025-02-22 23:07:03 -05:00 |
rat_king-256.png
|
Forgot the rat king graphic.
|
2025-02-26 12:22:31 -05:00 |
rat_with_sword-256.png
|
New rat enemy.
|
2025-02-14 15:22:47 -05:00 |
rope_vines_up-256.png
|
All of the assets I need right now are done.
|
2025-02-12 11:18:24 -05:00 |
sword.1.ogg
|
Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
|
2025-02-22 12:48:37 -05:00 |
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
|
Create a bunch of textures for sprites in the game.
|
2025-02-11 20:46:44 -05:00 |
torch_crappy-256.png
|
Create a bunch of textures for sprites in the game.
|
2025-02-11 20:46:44 -05:00 |
torch_horizontal_floor-256.png
|
More assets.
|
2025-02-12 02:24:32 -05:00 |
torch_pillar-256.png
|
Create a bunch of textures for sprites in the game.
|
2025-02-11 20:46:44 -05:00 |
torch_pillar-512.png
|
Create a bunch of textures for sprites in the game.
|
2025-02-11 20:46:44 -05:00 |
trash_button.png
|
Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that.
|
2025-02-18 14:24:57 -05:00 |
tripwire_trap-256.png
|
All of the assets I need right now are done.
|
2025-02-12 11:18:24 -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
|
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
|
2025-01-25 12:02:57 -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
|
Switching back to 256px textures for most things, but the weapon works best as a 512px.
|
2025-01-25 08:29:01 -05:00 |
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 |