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rituals
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2025-03-23 11:34:50 -04:00 |
sounds
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2025-03-01 13:41:42 -05:00 |
ai.json
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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2025-03-30 12:37:34 -04:00 |
animations.json
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
armored_knight_1-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
armored_knight_1-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
axe_ranger-256.png
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Build is working on both OSX and Windows. Now for linux.
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2025-03-06 20:22:51 -05:00 |
blood_splatter-256.png
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You now have blood on your screen when below half health.
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2025-02-13 13:15:20 -05:00 |
bosses.json
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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.
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2025-03-17 15:23:47 -04:00 |
ceiling_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
ceiling_test-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
ceiling_worm-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
cinqueda_1-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
cinqueda_1-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
config.json
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2025-03-23 11:34:50 -04:00 |
devices.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
devils_fingers_background.jpg
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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.
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2025-03-04 09:31:15 -05:00 |
devils_fingers_sprite.png
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2025-03-04 12:12:27 -05:00 |
devils_fingers_stage.png
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2025-03-04 22:16:47 -05:00 |
down_the_well.jpg
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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.
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2025-02-25 13:15:39 -05:00 |
enemies.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
evil_eye-sprites.png
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Build is working on both OSX and Windows. Now for linux.
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2025-03-06 20:22:51 -05:00 |
evil_eye_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
evil_eye_test-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
floor_tile_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
floor_tile_test-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
full_screen_paper.png
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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2025-03-23 00:04:23 -04:00 |
grave_stone-256.png
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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.
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2025-02-19 08:33:18 -05:00 |
hairy_spider-256.png
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Bring in a spider enemy.
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2025-02-17 14:34:50 -05:00 |
hanging_brazier-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
healing_potion_small-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
items.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
left_gui.png
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Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
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2025-02-12 16:16:30 -05:00 |
paper_ui_background.png
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2025-03-21 02:51:02 -04:00 |
rat-king-boss-fight-test-small.jpg
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
rat_king-256.png
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Forgot the rat king graphic.
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2025-02-26 12:22:31 -05:00 |
rat_king_2_frame_animation.png
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2025-03-01 13:41:42 -05:00 |
rat_king_boss_fight_background.jpg
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2025-02-28 13:03:13 -05:00 |
rat_king_boss_fight_sprite.png
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2025-02-28 13:03:13 -05:00 |
rat_with_sword-256.png
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New rat enemy.
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2025-02-14 15:22:47 -05:00 |
ritual_crafting_area.png
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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2025-03-19 00:14:43 -04:00 |
rituals.json
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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.
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2025-03-16 00:46:24 -04:00 |
rope_vines_up-256.png
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All of the assets I need right now are done.
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2025-02-12 11:18:24 -05:00 |
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 |
the_ritual_circle.png
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
tiles.json
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
torch_crappy-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
torch_horizontal_floor-256.png
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More assets.
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2025-02-12 02:24:32 -05:00 |
torch_pillar-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
torch_pillar-512.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
trash_button.png
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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.
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2025-02-18 14:24:57 -05:00 |
tripwire_trap-256.png
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All of the assets I need right now are done.
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2025-02-12 11:18:24 -05:00 |
tunnel_with_rocks.png
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2025-03-04 22:16:47 -05:00 |
tunnel_with_rocks_stage.png
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2025-03-04 22:16:47 -05:00 |
undead_peasant-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
undead_peasant-spritesheet.png
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Build is working on both OSX and Windows. Now for linux.
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2025-03-06 20:22:51 -05:00 |
wall_simple-256.png
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
wall_texture_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
wall_texture_test-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
wall_with_pillars-256.png
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
wall_with_vines-256.png
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
well_down-256.png
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More assets.
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2025-02-12 02:24:32 -05:00 |
wood_barrel_large-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
wood_barrel_large-512.png
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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.
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2025-01-25 07:46:57 -05:00 |
wood_barrel_small-256.png
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More assets.
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2025-02-12 02:24:32 -05:00 |
wood_wall-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
wood_wall-512.png
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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.
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2025-01-25 07:46:57 -05:00 |