- Dec 08, 2018
-
-
Nathan Lovato authored
Closes #109 It works in a basic fashion but the UX needs polish. Help welcome!
-
Nathan Lovato authored
-
- Dec 07, 2018
-
-
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
-
- Dec 06, 2018
-
-
* 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
-
Nathan Lovato authored
-
Nathan Lovato authored
-
- Dec 05, 2018
-
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
Refactor battlers to make it easier to edit and extend them
-
Nicholas Hydock authored
Also improved combat actions and moved some calculations out of battlers and into the actions instead.
-
Nathan Lovato authored
-
Nathan Lovato authored
closes #101
-
Nathan Lovato authored
Leader and followers created from party in LocalMap
-
- Dec 04, 2018
-
-
Nathan Lovato authored
Characters dialogue database and portraits added
-
Fixed CoC link in README
-
I opted to serve the textures with a function in the database that handles the fetching of the desired texture. It looked more natural, easier and more natural than to add this logic to the Dialogue.gd since all it does is returning the Dictionary with the dialogue phrases, the actual building of the interface happens in DialogueBox. There, I fetch the textures by reaching to the database. Closes #92
-
Closes #90
-
godofgrunts authored
After the filename of the CoC changed, the README was not updated.
-
Nathan Lovato authored
Fix #88 - missing skills now decrease mana properly
-
Gresille&Siffle authored
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
I tried to simplify the code, shorten the player script The DialogueBox now uses the pressed signal on buttons for better mouse and touch support in the future
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
-
- Dec 03, 2018
-
-
Nathan Lovato authored
-
- Dec 02, 2018
-
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
closes #80 Update the changelog for v0.2.0 Add version number to the project
-
- Dec 01, 2018
-
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
Remove Munro
-
Nathan Lovato authored
I temporarily changed the colors, but the label will need more work. Maybe a bitmap font instead of actual text: there are some artifacts with scale animation
-
Nathan Lovato authored
Make default.theme's panel background transparent The panel now takes the width of the screen and anchors to the top of the window closes #78
-
Nathan Lovato authored
-
Nathan Lovato authored
-
Nathan Lovato authored
-