1. 06 Mar, 2018 3 commits
  2. 27 Feb, 2018 6 commits
    • LaDestitute's avatar
      Optimization: Full · 29013043
      LaDestitute authored
      Optimization/push to dictionary usage is 95% complete. All eventsheets have been moved over, will do a passover tomorrow morning to doublecheck, also because the saving/loading and new-savefile variables may need to be reconfigured in mind with the new dictionary for variables (I'm lazy and tired.)
      29013043
    • LaDestitute's avatar
      Optimization: PlayerMechanics · d6420105
      LaDestitute authored
      PlayerMechanics moved over to dictionary, also cleaned up code a bit (especially to do with the UseItems, made some repeating stuff under that nested under sub-events for certain items)
      d6420105
    • LaDestitute's avatar
      Optimization: Objects · 30fafe61
      LaDestitute authored
      Objects now moved over to a dictionary, liftable objects also now call a function for clearing solid tilemaps upon object-destruction
      30fafe61
    • LaDestitute's avatar
      Optimization: Main Eventsheet · 415d3ef7
      LaDestitute authored
      Main has been moved to the dictionary system near entirely but it might need a second passover when I'm more awake tomorrow to doublecheck for inconsistencies but I also moved some stuff that belonged in EnemyAI to said AI sheet
      
      I will also investigate if moving over "every tick" events may buff up framerate to something more stable 95% of the time
      415d3ef7
    • LaDestitute's avatar
      Optimization: Items · 64e3af20
      LaDestitute authored
      Converted Items to a dictionary for var-reference, didn't take long (sheet was 32 events large), and also merged a lot of events (such as animation-checks to identify items now being OR branches under pre-reqs)
      64e3af20
    • LaDestitute's avatar
      Optimization: HUD · 20d6c58c
      LaDestitute authored
      HUD has been moved over to the dictionary now, there's just Items, Main, Objects, and PlayerMechanics. HUD was also trimmed a bit.
      20d6c58c
  3. 26 Feb, 2018 2 commits
    • LaDestitute's avatar
      Ignore · e9ea0106
      LaDestitute authored
      Pushing to make both local/online match in terms of latest files
      e9ea0106
    • LaDestitute's avatar
      Optimization: File Select · b9078b93
      LaDestitute authored
      File Select didn't receive much optimization, as the eventsheet uses legacy global-variables. Said variables have their functions break if they're moved over to a dictionary system, so much of File Select remains the same. A tiny bit of code cleanup there otherwise, FS is a bit clunky but I'll try to find some more ways to make it a bit less cluttery.
      b9078b93
  4. 01 Feb, 2018 1 commit
  5. 25 Jan, 2018 1 commit
    • Dylan's avatar
      Enemy AI · 573b0dbe
      Dylan authored
      Moved over and converted enemy AI to use the dictionary, nothing major.
      However, Octorock-shooting behavior is currently broken
      573b0dbe
  6. 13 Jan, 2018 2 commits
    • Dylan's avatar
      Ignore this · d1904fd9
      Dylan authored
      Just pushing to bring the online repo in line with the local versions.
      d1904fd9
    • Dylan's avatar
      Code Optimization: Dungeon Mechanics & QOL Improvements · 49193db0
      Dylan authored
      Dungeon Mechanics has been near fully converted to dictionary usage. All
      dungeon behaviors, such as locks/keys, boss AI, map, chests, door-warps,
      compass and big key now function properly with dictionary usage.
      Dungeon-door warp system optimized into one event and zones now have
      individual roomIDs for use of a sub-location variable. Events supposedly
      unique to a single dungeon have been spun off into their own event sheet
      per dungeon. Spawnpoint system implemented.
      49193db0
  7. 17 Dec, 2017 1 commit
    • Dylan's avatar
      Hashtable Conversion (4/19 done) · fdf05a0a
      Dylan authored
      Audio, Controls, Debug and Dialogue variabes nearly converted to
      dictionary/hashtable usage (Control's action/state variables however are
      not, as it breaks those systems if converted to use dictionary)
      fdf05a0a
  8. 22 Sep, 2017 1 commit
    • Dylan's avatar
      Bug fixes post v1.0 · 5817b7b7
      Dylan authored
      Fixed player being able to move when lifting objects and fixed issues
      with dungeon chests not working
      5817b7b7
  9. 21 Sep, 2017 4 commits
  10. 20 Sep, 2017 2 commits
    • Dylan's avatar
      Config Implemented · a5203f5a
      Dylan authored
      A config file has been implemented, for people on the developer-end. So
      far, only swapping about item-slots is implemented.
      a5203f5a
    • Dylan's avatar
      Throwable object improvements · 1fd4ad20
      Dylan authored
      Decided to merge pots/grass into a throwable objects family, now there
      is only one set of events for all throwable object-types
      1fd4ad20
  11. 19 Sep, 2017 1 commit
    • Dylan's avatar
      Major optimizations · cd4f6ebc
      Dylan authored
      Moved variables into a hashtable and simplified savedata management
      majorly
      cd4f6ebc
  12. 14 Sep, 2017 5 commits
    • Dylan's avatar
      Game loading optimizations · f52bf030
      Dylan authored
      Removed a bunch of unused graphical assets, so this has improved game
      loading times (enough so that any prior loading hangs or freezing is now
      much rarer)
      f52bf030
    • Dylan's avatar
      Revert "Game loading optimizaitons" · d7e93515
      Dylan authored
      This reverts commit 6dbd389c.
      d7e93515
    • Dylan's avatar
      Game loading optimizaitons · 6dbd389c
      Dylan authored
      Removed a bunch of unused graphical assets, so this has improved game
      loading time a bit (enough so that any prior loading hangs or freezing
      is now much rarer)
      6dbd389c
    • Dylan's avatar
      Item-duplicating bug · 1ffec768
      Dylan authored
      Items could be obtained over and over from a chest if an arrow-key/dpad
      input was pressed repeatedly after opening the chest, this is now fixed.
      1ffec768
    • Dylan's avatar
      Savedata bug fixes · 075cc48b
      Dylan authored
      Fixed a bug of keys obtained and dungeon doors unlocked persisting after
      dying if the player did not save before-hand
      075cc48b
  13. 13 Sep, 2017 5 commits
  14. 01 Sep, 2017 5 commits
  15. 16 Aug, 2017 1 commit
    • Dylan's avatar
      Enemy AI Optimizaiton Done · ffc548f3
      Dylan authored
      Enemy AI optimization done, is mostly complete besides a few loose end
      events and is now about 80% more efficient. Also, a new patrolling AI
      that uses the actual pathfinding behavior instead of state-machines and
      it has the advantage of not bumping into walls too easily but it is
      currently implemented outside of the gamekit in a blank test project.
      ffc548f3