- Dec 15, 2018
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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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Nathan Lovato authored
Now you can place the characters' spawn position in the level editor
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Nathan Lovato authored
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Nathan Lovato authored
Fix #111, fix 110
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- Dec 09, 2018
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Nathan Lovato authored
Fix crash with mutating array when selecting monsters. With only the type hint the local array would not reinitialize in Godot 3.1 alpha 2, causing a crash
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Nathan Lovato authored
Grid -> GameBoard Add types to GameBoard The pathfinder node doesn't inherit from anything. It uses an Astar node to find the path between 2 points on a 2d grid
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Nathan Lovato authored
needed as I changed how RectExtents works
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Nathan Lovato authored
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Nathan Lovato authored
closes #108
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- Dec 08, 2018
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Nathan Lovato authored
Most of the work for #108 Currently only resizes uniformly around the rectangle's center! It needs more code to add support for all 4 anchors. Or just fixing the issue below, restoring the move tool's functionality and deselect, could do the trick RectExtents's internals changed a little, now it calculates its own _rect property, a Rect2, based on its size and offset Known issues: The input code blocks the move tool and selecting other nodes at the moment This is an exercise to get a sense for Godot's EditorPlugin API and prepare some tutorial on the subject. Big thanks to xphere, I used his godot-zone plugin as a reference to get started :)
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Nathan Lovato authored
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Nathan Lovato authored
Closes #109 It works in a basic fashion but the UX needs polish. Help welcome!
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Nathan Lovato authored
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- Dec 07, 2018
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Nathan Lovato authored
LocalMap now initializes the actions with itself. Added a method to start a dialogue on LocalMap Moved files from pawns/interactives/ to pawns/ Removed now obsolete Dialogue.tscn and Dialogue.gd files
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- Dec 06, 2018
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* Removed events from grid in local map Closes #50 Also created boiler plates for pawns that have some type of interaction with the player. They work with both raycasts (in case we want something like pokemon) and area2ds for something that should only trigger on contact. * MapActions created and grid removed from interactions I used @nhydock's approach (sent via discord) to provide the correct nodes for the interactions aka using it's path. This implies on having to left click > edit children on every InteractivePawn after adding the desired actions. One alternative would be to provide the actions' scenes with the UI node, this way, each of them could display the UI when needed, without having to set node paths to them. Not sure which approach is better. The actions are added to the InteractivePawn's `Interactions` node. I left one node in the map which starts an encounter after a dialogue, as mentioned by @NathanLovato
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Nathan Lovato authored
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Nathan Lovato authored
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- Dec 05, 2018
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Nathan Lovato authored
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Nathan Lovato authored
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