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2018-07-06Adds status markers.nsensfel
For the first release, there is are no planned statuses, except the ranks.
2018-07-04Revert "Had determinism issues with stats."nsensfel
This reverts commit 80bac96c93e7141ced7c2a56d9c1f236f304ea93. Turns out the rounding error is caused by the armor malus.
2018-07-04Had determinism issues with stats.nsensfel
Server and client (both running on the same machine) can apparently disagree on the value of ceiling((X^1.8)/20.0), or maybe when calculating an average. I've just encountered a case where the client said the character had 108 movement points, whereas the server said they had only 107. As a result, the client showed a path to the player that the server would not allow. To fix this, the server's values are sent to the client. This is only required for fields with values that affect how the client behaves, i.e., max health and movement points.
2018-07-03Properly removes defeated characters.nsensfel
2018-07-02Separates player ID and player IX.nsensfel
2018-07-01Adds Tacticians Online's logo & favicon.Nathanael Sensfelder
2018-06-28More banners, starting work on victory/defeat...Nathanael Sensfelder
2018-06-28Starting to add banners.Nathanael Sensfelder
Those will be used to indicate how important a character is in the mission. Ranks should end up being: - Commander: If killed, the player loses. - Target: If all targets are killed, the player loses. - Optional (no banner): death has no impact on victory.
2018-06-28...Nathanael Sensfelder
2018-06-28Removing some 'grid' displays from the CSS.Nathanael Sensfelder
2018-06-27Slight armor buff.Nathanael Sensfelder
2018-06-27Balancing pass.Nathanael Sensfelder
2018-06-27Small changes to stats calc.Nathanael Sensfelder
2018-06-26Dead chars should not be considered as obstacles.Nathanael Sensfelder
2018-06-26...animationsNathanael Sensfelder
2018-06-26Visual improvements, some CSS cleanups.Nathanael Sensfelder
2018-06-23Having fun with cheap combat animations...Nathanael Sensfelder
2018-06-22...nsensfel
2018-06-22I likely forgot that file in my previous commit.nsensfel
2018-06-22Fixes markers preventing char selection.nsensfel
Dead characters do not appear on the map, even during the animation showing the actions leading to their demise.
2018-06-21Changes in max_health during battle are an issue.nsensfel
Let's not allow them.
2018-06-21Starting to add attack animations...nsensfel
2018-06-21Prepares for more slightly more complex animations.nsensfel
2018-06-20Trying out a new character icon style...Nathanael Sensfelder
2018-06-20They're not smooth, but there are some animations.nsensfel
2018-06-20Okay, it seems to work. Next step: CSS animation.nsensfel
2018-06-20Working on reversible TurnResults, and their steps.nsensfel
2018-06-19Removes mdgriffith/elm-style-animationNathanael Sensfelder
I can afford to have my animations done through pure CSS, which is likely preferable for the browser. I'll try using andrewMacmurray/elm-delay next.
2018-06-19Starting to work on animations for the timeline...nsensfel
2018-06-19True range is not number of steps, but actual dist.nsensfel
2018-06-19Fixes incorrect use of the CharacterTurn's char.nsensfel
2018-06-19Removes debug messages.nsensfel
2018-06-19Updates to new Tile system, Simplifications.nsensfel
Also adds an icon for error tiles.
2018-06-18Maybe adds support for the new Tile system.Nathanael Sensfelder
I can't test until I fix the server, which is missing a file.
2018-06-18[BROKEN] Updating Tiles system to match the server's.nsensfel
2018-06-18Re-sizable battlemap div, +4 tiles.nsensfel
2018-06-18Cliff shadows fix, +2 tiles, wp marker z-index fix.nsensfel
2018-06-16Removes some leftovers debug messages.nsensfel
2018-06-16...Nathanael Sensfelder
2018-06-16characters as array, took a shot at optimization.nsensfel
2018-06-15Adds tile cards.nsensfel
2018-06-15Woops, that puts markers outside the map.nsensfel
2018-06-15Actually, attacks can go over OOBs.nsensfel
2018-06-15Flicker->blinking, basic tile costs.nsensfel
2018-06-15Non-interactive markers are no longer transparent.nsensfel
2018-06-15Cleans up RangeIndicator.elm, tries marker icons.nsensfel
Not satisfied with the current look of those markers, though.
2018-06-14Improving display of "can't defend" markers...nsensfel
FIXME: clicking on the 'target character' icon appearing over a controllable character results in the tile below being selected, making it annoying to actually take control of that character.
2018-06-14Sets a saner behavior for the marker tiles.nsensfel
2018-06-14Still working on those markers...nsensfel
At the moment, Controller Character: - Move: old marker - Attack: old marker - Can't Defend (Move): Diagonal dashes on the old marker - Can't Defend (Attack): Diagonal dashes on the old marker Targeted Character: - Move: half-tile sized pawprint, centered. - Attack: half-tile sized blade, centered. - Can't Defend (Move): ??? - Can't Defend (Attack): ??? Also, clicking on the Targeted Character's markers should still be considered as an input on the tile (or marker) below.
2018-06-11Displayed nav goes away more easily.nsensfel
Also, I am trying to find nice ways to convey the "attack", "go to", and "can't defend" tiles, so that it look okay when superposing the navigator of the controlled character with the one of the focused character.