Commit Graph

45 Commits

Author SHA1 Message Date
1e8be3a956 widen blade wall blades. Fix #733 2025-05-19 21:41:10 -05:00
8e32c588ff replace temp acid boom 2025-05-12 11:25:13 -05:00
b252d1c350 temp acid graphic
this is adapted from a BoA monster graphic, I think created by Andrew Hunter,
who is already in the credits as the primary artist
2025-05-11 10:51:04 -05:00
e8134e836a add patron 2025-05-11 10:50:00 -05:00
76d14741b8 Re-add old baby hydra graphic, make more monsters pickable 2025-05-11 10:49:52 -05:00
41f00ebf74 Darker baby hydra by Seb Galvez
fix #720

also fix 1-pixel offset of the monster next to baby hydra.
2025-05-11 10:49:37 -05:00
36cfc50280 add name to credits 2025-05-11 10:49:16 -05:00
2fd35b1053 Rework the scenario editor toolbars.
* The rightmost column is now mostly dedicated to non-modifying operations – eyedropper and zoom are moved there, pushing the 3 palette buttons down in town mode.
* Set Starting Location and Set Town Boundaries moved from the menus into the toolbar.
* Place Same Creature and Place Same Monster removed, since placing a monster or creature no longer resets the mode, so you can place as many of the same one as you like.
* Erase Town Entrance removed – what is it even good for? Removing the entrance without removing the town terrain is nonsensical. A town entrance can now be erased just by painting over it.
* Copy Item, Copy Monster, and Copy Terrain added. The latter copies a rectangle of terrain.
* Paste Special is removed. Instead there's a generic Paste button which pastes whatever type of thing you copied last, whether it be a special, a monster, an item, or even some terrain.
* Horse and boat no longer share a row with road. Instead, some of the fields have been reshuffled, so now fields take up three rows (though not three complete rows)
2025-03-16 14:09:05 -04:00
8b08b46ea0 Unbake the special help texts.
The text in the various help dialogs that was previously baked into an image is now drawn as text, meaning that it benefits from text unblurring when scaling is active.

This entails some small changes to layout, since it's a different font.

Dialog engine changes:
* A new picture type allowing to draw the inventory button icons directly into a dialog.
* A new widget type that simply draws a line between two points.
2025-03-16 14:03:53 -04:00
fdcf9d5d90 Add donor to credits 2025-03-16 14:03:53 -04:00
a1bc923de8 Remove the Edit Saved Item Rectangles menu item in favour of a toolbar button.
The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.

The saved item rectangle is now shown with a cyan border when editing town.
2025-03-08 20:05:12 -05:00
7dd2dd9d2e add confirmed credits names 2025-03-06 19:43:10 -05:00
0465923992 Fix some images that became ridiculously large due to unnecessary metadata 2025-03-02 01:33:01 -05:00
d218cda8c4 Cut pre-baked buttons out of sprite sheets 2025-02-15 16:45:25 -06:00
05e2ce17a7 Credit more people (#491) 2025-02-03 20:18:18 -05:00
8a68360256 Play with heading alignment in startanim 2024-11-23 17:49:59 -06:00
8f681b5463 More tabs for ADoS 2024-11-19 18:52:20 -06:00
756aaae38c add Brendan Miller 2024-11-19 15:14:11 -06:00
bf91f41675 2-column open source credits 2024-11-19 14:13:12 -06:00
012419200b Update startanim header 2024-11-18 09:22:02 -06:00
9351d74f97 Re-add the original startanim graphic for future reference 2024-11-18 09:20:29 -06:00
af810e05c0 Make bitmapfont for startanim 2024-11-17 20:22:13 -06:00
06989d61c3 Extended startanim.png 2024-11-16 17:47:58 -06:00
753dbbcc59 Add a new dialogue mode to recharge items
This is currently useless, as exhausting an item's charges currently deletes it, but it is part of a work in progress
2024-09-10 22:18:59 -04:00
6729983892 Fix glowing crystal soul artifacts and add a leather helm graphic
Contributed by @clort81 and closes #262

[ci skip]
2023-01-14 00:11:58 -05:00
6c6b24b297 A little graphics reshuffling
- Pointing arrows moved from terscreen to invenbtns
- Target mark moved from trim to invenbtns
- Road pieces moved from trim to fields
- Diagonal pointing arrows added
- trim is now a monochrome image
2020-02-09 23:12:35 -05:00
20ff735d2f Add a Vahnatai PC graphic by "Kelyar-Ihrno" 2017-02-08 16:58:31 -05:00
570792420a Add two more animated portals
One on grass and one on walkways
2017-02-01 14:24:06 -05:00
c9b7346ca3 Tweak an editor button to reduce confusion
(New button by ADoS)
2017-01-20 21:36:18 -05:00
4cbd0d3013 New toolbar buttons for placing boats and horses; replaces the edit boats/horses dialogs 2016-08-25 21:28:42 -04:00
aab6d36fae Convert some images from indexed to RGBA
This is because, for reasons unknown, SFML on Windows was inappropriately complaining that they were not 8-bit.
The problem appears to be that it can't even handle colour maps of less than 8 bits.
2015-10-15 15:40:10 -04:00
b61200f627 A few item graphic updates
- New weird meat graphic by ADoS
- Fix up artifacts in mist orb graphic
- Fix some erroneously transparent pixels
2015-10-11 23:11:47 -04:00
a62b4f15fd Tweaks/fixes to crystal wallset 2015-10-11 14:41:57 -04:00
72e871b8d4 New igloo wall (by ADoS) and desert crater (by me) 2015-10-10 23:54:51 -04:00
ce2d00abc1 More graphics updates
- Add shadow to grass hut (based on cave hut's shadow)
- Two new town graphics by ADoS
- New hut on hills.
- Desaturate snow/water shores to reduce weird purplish streaks
- Fix water tone in ice/water shores
- Add 3-way ice/water/snow shores
- Remove duplicate snow/ice shore
2015-10-10 23:51:26 -04:00
7f00d0c775 Change image resource type from sf::Image to sf::Texture
This includes an added optimization to the resource manager - it now uses unordered (hash) maps instead of ordered (tree) maps to keep track of loaded resources and paths, for the average constant lookup time.
2015-10-05 23:57:42 -04:00
17095e1760 Three new wallsets and one new floorset by ADoS 2015-10-05 18:27:40 -04:00
2645818aeb Fix two minor graphical glitches in alternate scrollbar style 2015-10-03 00:02:26 -04:00
b39ac35298 New alternate scrollbar style, used by default in dialogs 2015-10-02 23:31:01 -04:00
f7daba4ead Scrollbars are finally a first-class citizen in the dialog engine.
- Add <slider> tag to put an unbound scrollbar in the dialog
- Add support for horizontal scrollbars
2015-10-02 21:44:17 -04:00
c68b01c3a2 Make roads an overlay instead of a terrain trim type
Game:
- Roads now show on the automap again!
- Possible fix for undetected issue in displaying outdoor special spots
- Road conversion code for legacy scenarios now applied in towns too

Editor:
- New tool for placing roads, works the same as special dots
- Roads appear at all zoom levels

Other:
- Removed all terrain graphics that used the small road dot, replacing them with blank (white) space
- Make obvious out-of-bounds array accesses an error in the project settings
2015-09-27 22:37:12 -04:00
bd6506f353 New dress item graphic by ADoS
(replacing a fancy shield; other shield was tweaked too)
2015-09-25 22:43:01 -04:00
054f32dec2 Split out icon from pcedit title graphic 2015-09-25 00:35:36 -04:00
a0e2cb6e8d Update graphics credits, fix missing E in start scroll 2015-09-10 12:50:39 -04:00
0c7c64dfc9 Rearrange resource structure
- All resources are now under data/
- Editors and Blades of Exile Base are no longer in Scenario Editor subfolder
- User scenarios are now stored in %APPDATA% / "Application Support"
2015-09-03 19:26:19 -04:00