Conor admin
  • Joined on 2025-07-07
admin pushed to main at admin/peggle-roguelike 2026-06-25 03:29:50 -04:00
e3cb4ef7ac fixed earlier problem
admin pushed to main at admin/peggle-roguelike 2026-06-25 03:14:29 -04:00
61539e9250 still updating enemy movement and pathing and tweening
admin pushed to main at admin/peggle-roguelike 2026-06-24 03:00:31 -04:00
98ca292901 still attempting to allow enemies to handle their own animations. still a matter of improving performance and there's some issue when enemies reach rank 0?
admin pushed to main at admin/peggle-roguelike 2026-06-24 00:13:09 -04:00
8ae8ec3e58 trying out enemy animation again
admin pushed to main at admin/peggle-roguelike 2026-06-24 00:09:22 -04:00
6af5f248ed finishing revert to older version
admin pushed to main at admin/peggle-roguelike 2026-06-24 00:08:40 -04:00
b1bae1f973 reverting to prior change
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admin pushed to main at admin/peggle-roguelike 2026-06-23 23:41:25 -04:00
f022333c9b merge
admin pushed to main at admin/peggle-roguelike 2026-06-23 23:40:24 -04:00
e244572402 merge
4a9143780f reverting to prior change
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admin pushed to main at admin/peggle-roguelike 2026-06-23 17:54:45 -04:00
556f97184d starting to implement the enemy performing tweens
admin pushed to main at admin/peggle-roguelike 2026-06-23 03:14:56 -04:00
2cf3428b8c Finishing up basic pathfinding? later down the line will want to implement warping
admin pushed to main at admin/peggle-roguelike 2026-06-12 02:03:25 -04:00
1903e1a1aa starting to work on enemy attacks and player health
admin pushed to main at admin/peggle-roguelike 2026-06-12 01:02:10 -04:00
9f75ec525c Gave Get best path to enemy, enemy controller hands it a map
admin pushed to main at admin/peggle-roguelike 2026-06-10 01:57:17 -04:00
a96d935ad4 still some bug fixes to work out but not sure how to duplicate them? starting to work on enemy attacks
admin pushed to main at admin/peggle-roguelike 2026-06-09 20:02:54 -04:00
86113141bf trying to prevent error
admin pushed to main at admin/peggle-roguelike 2026-06-09 19:54:37 -04:00
e243d45d27 making a slight edit to make note of what is going on bc i finally figured it out. When a new enemy is spawned in, its initial position is set as 0,0 which gets turned off then. going to try to initialize as -1,-1 and see if that helps
admin pushed to main at admin/peggle-roguelike 2026-06-09 19:43:42 -04:00
d2993b17a4 debugging
admin pushed to main at admin/peggle-roguelike 2026-06-09 19:12:50 -04:00
9a0a33b82c cleanup
admin pushed to main at admin/peggle-roguelike 2026-06-09 18:11:16 -04:00
4722cf882b mostly fixed movement but there's still a problem with enemies in the top left cell (0,0) being set to not solid
admin pushed to main at admin/peggle-roguelike 2026-06-09 03:30:02 -04:00
e209861cb3 a little bit of cleanup, still some edge cases but took care of the big stuff
admin pushed to main at admin/peggle-roguelike 2026-06-09 03:15:45 -04:00
7a10f4a9fc still working on movement, for some reason some cells do not get set as solid that's why multiple can go on a cell