- Dec 22, 2018
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Nathan Lovato authored
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- Dec 21, 2018
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Nathan Lovato authored
Fix a bug that causes skills to be learned at the wrong level.
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Alex Hamerling authored
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Nathan Lovato authored
closes #95
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- Dec 20, 2018
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Nathan Lovato authored
Fix clipping when the `highlight` animation of a `CombatPortrait` sta…
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Gresille&Siffle authored
Now, the only animation that modifies the modulate property is `disable`.
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- Dec 19, 2018
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Nathan Lovato authored
Add missing .import files for the turn order interface (close #138)
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Gresille&Siffle authored
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- Dec 18, 2018
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* Game over screen added When the whole party is defeated, a game over screen is displayed. The player can either restart the encounter, or exit the game from it. Closes #29 * Fixed mistakes and removed Game Over scene from CombatArena * Removed grab focus from selection arrow
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Nathan Lovato authored
Manabars won't hide when depleted by default
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Also, when a bar is set to hide when depleted, it will not show up again once another encounter starts.
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Gresille&Siffle authored
* [WIP] Add new interface elements to represent the combat turn order... This commit add two new scenes: TurnOrder and CombatPortrait. The TurnOrder scene is designed to be a child of the CombatInterface node in the CombatArena scene. It is initialized at the same time as the other interface nodes, and dynamically display a CombatPortrait node for each battlers, both PC and NPC. For the moment, the CombatPortrait are just placeholders, and do not display the real battlers portraits. * [WIP] Rebuild the TurnOrder interface every time the TurnQueue is updated * [WIP] Better CombatPortrait animation between combat turns * [WIP] The TurnOrder node manages its own connections with signals... ... also add missing docstrings, and a CombatPortrait placeholder * Fix previous commit, add missing Godette combat portrait * Do not rebuild the TurnOrder interface if no battler enters of leaves the arena ... also add better combat portrait for Godette, Robi and Porcupine (256x256px) * Animate the CombatPortrait faster * Finally add the combat portrait of each battler * Use battler.is_able_to_play() in CombatArena instead of directly checking the stats attribute... ... and minor comment changes in the turn order interface. * Slightly reduce the space between CombatPortrait in the TurnOrder interface
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- Dec 15, 2018
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Nathan Lovato authored
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Nathan Lovato authored
Keep battlers in the TurnQueue, close #121
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Nathan Lovato authored
Create extensible AI for battlers
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Nicholas Hydock authored
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Nicholas Hydock authored
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Gresille&Siffle authored
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Nathan Lovato authored
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Nathan Lovato authored
Fix #128, play the death animation correctly when a battler dies
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- Dec 14, 2018
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Gresille&Siffle authored
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Nathan Lovato authored
InteractivePawn triggers actions with player input
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- Dec 13, 2018
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Nathan Lovato authored
Fix Touch Screen related issues
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Henrique Campos authored
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- Dec 12, 2018
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Nathan Lovato authored
Compatibility with godot version > alpha2
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Nathan Lovato authored
Small tweaks on Grid and LocalMap
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salvob authored
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salvob authored
instantiate class pathfinder directly with the class_name instead that preload gd file
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- Dec 11, 2018
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By getting near the pawn, a small balloon will show, allowing the player to press `ui_accept` to start the interaction. They can be started automatically by setting `auto_start_interaction` to `true`. Works with both Area2D triggers and the raycasts. For the touch, it was already working as far as I could tell. Closes #115
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- Dec 10, 2018
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Nathan Lovato authored
instead
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Nathan Lovato authored
Transitions set to QUART, eases only in or out Added fade anim Made anim longer
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Nathan Lovato authored
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Nathan Lovato authored
Open and close animations added to CircularMenu
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Nathan Lovato authored
Visual destination point added to pawn leader when touch mode is active
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I opted to add it to the leader, as a sprite. Closes #114
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Closes #73
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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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