- Dec 23, 2018
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Nathan Lovato authored
Add physics layers, remove boolean variable to check if the character is interacting, now the game pauses during interactions Now using physics layers and masks as well to only interact with the player's pawn.
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Nathan Lovato authored
This relies on pausing the game: The NPCs still process during pause, as e.g. if they were walking around you may not want to freeze the entire game. The PawnLeader stops as it inherits its pause mode from LocalMap and GameBoard. The StartCombatAction unpauses the game to play combat. I've changed the interaction with map actions so they use the "finished" signal instead of InteractivePawn waiting for the method to return.
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- Dec 22, 2018
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
/!\ Nodes you add to on instanced scenes (interactive pawns in this case) are lost when you rename a parent!
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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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- 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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