- May 22, 2023
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food-please authored
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- Nov 02, 2022
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Carlos Eduardo Pérez Villanueva authored
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- Feb 08, 2021
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Nathan Lovato authored
Use drop chance correctly
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Theraot authored
Given that `randf` output is in the range [0, 1] inclusive, and we want `chance = 0` to mean never, and `chance = 1` to mean always, we need to worry about the edge cases. We need the `>=` because when `randf() == 0` and `chance == 0` just using `>` would give us the wrong result. We need to compare against 1 because when `randf() == 1` and `chance == 1` we would get the wrong reasult due to the `>=`. This is the from I found easier to read.
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- Feb 07, 2021
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Nathan Lovato authored
Fixed dialogue path
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- Jun 12, 2020
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Nathan Lovato authored
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- Jun 11, 2020
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Nathan Lovato authored
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Nathan Lovato authored
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- May 12, 2020
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Nathan Lovato authored
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Nathan Lovato authored
Update gitignore file
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Aaron Franke authored
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- Apr 14, 2020
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Nathan Lovato authored
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- Feb 01, 2020
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Nathan Lovato authored
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Nathan Lovato authored
Fix comment-reformatting spillover
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David Heyman authored
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- Jan 02, 2020
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Nathan Lovato authored
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- Dec 11, 2019
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Nathan Lovato authored
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- Oct 14, 2019
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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- Jun 27, 2019
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Nathan Lovato authored
Fix #190: Enabling Pixel Snap
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Mateo Miccino authored
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- Jan 21, 2019
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Nathan Lovato authored
Level up on experience change; fixed type mismatch
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StephenEdnave authored
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- Jan 15, 2019
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Nathan Lovato authored
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Nathan Lovato authored
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godofgrunts authored
* Added Popup for missed skills * Fixed signal name, reduced Builder and label Popups.
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- Jan 11, 2019
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Nathan Lovato authored
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Nathan Lovato authored
I started refactoring the code to make it easier to follow. This removes some unused signal, makes some names more consistent and the code a bit easier to read. The Game node shouldn't be responsible for updating the party after an encounter: the party should update itself.
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- Jan 09, 2019
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Răzvan C. Rădulescu authored
- check press-only mouse (left-button) & touch input events closes #169
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- Jan 08, 2019
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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- Jan 07, 2019
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Nathan Lovato authored
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Nathan Lovato authored
The code has grown pretty complex. Diving back into the battler, rewards, etc., I found them hard to work with and some bits weren't logical. E.g. using the porcupine's experience stat (earned experience) as the player's experience reward upon killing them! I missed some of these during code reviews. Anyway that's part of the coding game: this demo is preproduction work, we have to try ideas and refactor as we gain experience. This breaks the rewards at the moment, as they were coupled with the battlers' stats. It also breaks monsters. I'm opening issues to reflect that.
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Nathan Lovato authored
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- Jan 06, 2019
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Nathan Lovato authored
There's more refactoring to the quest system with this commit. It removes extra code and scenes. Quests work from start to finish technically-speaking, although there's more work left to get the QuestBubble to display properly and to solidify interactions from the player. I haven't decided yet where to handle that last part: on the actions themselves or in the QuestSystem. Now, Quests are the one element that emit signals about their state (started, completed, delivered). To use the QuestSystem, you have to get the real quest object in the QuestSystem's database using the reference scene in the corresponding MapActions. The quest doesn't pass itself through these signals. If you need a reference to it on callbacks, you have to bind the quest as the last argument in the connect method: ```quest.connect('completed', self, '_on_Quest_completed', [quest])``` One of the advantages of this code redesign is that each NPC should only connect to and track the quest that's referenced in its `[Give/Complete]QuestAction.` Thus there's no need for safety checks anymore or looping over all existing quests in the game to find which is active, if it's the tracked quest, etc. The system's functionality is limited but imo we shouldn't try to create too big of a system, as we won't have the content to justify it. Now I see how time consuming a quest system can be, and it'd be easy to go down the rabbit hole trying to make an advanced one (handling all possible events, cinematics, spawning npcs or modifying the game world, etc.).
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