raycaster/assets
2025-03-20 01:10:01 -04:00
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sounds Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2025-03-01 13:41:42 -05:00
ai.json BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. 2025-03-15 22:30:10 -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
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 Build is working on both OSX and Windows. Now for linux. 2025-03-06 20:22:51 -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
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
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 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2025-03-20 01:10:01 -04:00
devices.json BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 2025-03-03 11:15:49 -05:00
devils_fingers_background.jpg BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. 2025-03-04 09:31:15 -05:00
devils_fingers_sprite.png Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 2025-03-04 12:12:27 -05:00
devils_fingers_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -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 Right before coverage destroys everything. 2025-03-16 23:17:43 -04:00
evil_eye-sprites.png Build is working on both OSX and Windows. Now for linux. 2025-03-06 20:22:51 -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 BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 2025-03-03 11:15:49 -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
rat-king-boss-fight-test-small.jpg Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -05:00
rat_king-256.png Forgot the rat king graphic. 2025-02-26 12:22:31 -05:00
rat_king_2_frame_animation.png Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2025-03-01 13:41:42 -05:00
rat_king_boss_fight_background.jpg Boss fight looking better, but I need to get this bounce animation in the main game fights. 2025-02-28 13:03:13 -05:00
rat_king_boss_fight_sprite.png Boss fight looking better, but I need to get this bounce animation in the main game fights. 2025-02-28 13:03:13 -05:00
rat_with_sword-256.png New rat enemy. 2025-02-14 15:22:47 -05:00
ritual_crafting_area.png Very early prototype of the ritual crafting UI, but it needs its own thing. 2025-03-19 00:14:43 -04:00
rituals.json Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more. 2025-03-16 00:46:24 -04:00
rope_vines_up-256.png All of the assets I need right now are done. 2025-02-12 11:18:24 -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
the_ritual_circle.png Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2025-03-20 01:10:01 -04:00
tiles.json Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -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
tunnel_with_rocks.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -05:00
tunnel_with_rocks_stage.png Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -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 Build is working on both OSX and Windows. Now for linux. 2025-03-06 20:22:51 -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