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Added licensing files for NE Expo storyquest #1444
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Template files and story quest for NE Expo created.
…at-template-folders rename combat folders to match our storyquest name
folder creation and more renaming
Bee Sprite and animation created for main playable character, named Bumbly
Testing commits using bash Not sure how to do this
…ation-Branch-8-20-25 Ne expo creation branch 8 20 25
Added Bee player character, background image, movement, drop shadow, and work-in-progress on collision for walls on level.
…ovement-8-21-25 Added Bee level, bg, movement
MOved bee for test.
just removing the sample smiley face tiles.
Remove smiley face sample png and copy the template player sprite frame resource, and rename it to match our SQ name. Revert template resource changes back to original template. Replace template resource for character sprite frames with our own.
Rename intro folders and files first with "bee" SQ designation.
update tilemap design for intro scene a bit. Still WIP
moved the bee
Removed duplicate folder 1_bee Level, fixed script for character movement
Tiles folder
Fake tileset
Created a hornet enemy, hp for player and enemies, enemy movement and animations, player and enemy hitboxes and hurtboxes.
…er-name rename folder for outro scene
Added scenes for icicle spear attack, explosion. Added explosion assets for different attacks, sound effects for firing icicle_spear, enemies getting hit, and enemy explosion 1.
Added icicle spear scene, explosion scene, enemy_spawner scene, and can now spawn enemies, fire icicle spears (with firing sound, hit sound, and explosion sounds), hit enemies and kill them.
Added two new attacks: Tornado and attack bees. Added new sprite assets for respective attacks.
This reverts commit 1e44083, which committed conflict markers to this file, making it un-loadable in Godot. As it happens it's not referenced under either UID, so just pick one of them arbitrarily.
This adds physics shapes to the "Void_Empty" sourcce of the tileset, in the "walls". I think this is incorrect because: - These are not walls, but a kind of floor; - These tiles already have collisions on the non_walkable_floor layer; - This tileset is not used in the ne_expo StoryQuest.
This is a shorthand for manually combining Input.get_action_strength() for each axis, as was previously done here. In addition, use ui_up, ui_down, etc. like the rest of the game, rather than new up/down/etc. actions. Revert the corresponding change to project.godot.
This was deliberately removed upstream in commit 649af73.
…nflict-fixes Fix upstream conflicts & merge upstream changes
Added license files for all current bee storyquest files.
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(For future reference you didn't need to close #1277 and open a fresh pull request.) |
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Play this branch at https://play.threadbare.game/branches/Black-River-Innovation-Campus/main. (This launches the game from the start, not directly at the change(s) in this pull request.) |
Noted. What is the workflow if I do not close the old pull request and re-open a new one? Also, I am seeing a failed check on the checks/licensing information; what is it checking for, and is it important that I rectify whatever is failing in this check? |
Just note on the existing PR when it is ready for re-review.
The error is:
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Got it. Will update on next update of game materials. |
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For the .gd files, if it's all your own work you can prefix the files with:
# SPDX-FileCopyrightText: The Threadbare Authors
# SPDX-License-Identifier: MPL-2.0I'll take another look through the rest of the PR later today. Thanks for the revision!
| "res://scenes/quests/story_quests/": "green", | ||
| "res://scenes/quests/story_quests/NO_EDIT/": "yellow" | ||
| "res://scenes/quests/story_quests/NO_EDIT/": "yellow", | ||
| "res://scenes/quests/story_quests/ne_expo/": "orange" |
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I'd rather not have this change because:
- It won't scale - if each quest adds its own colour the filesystem will be a kaleidoscope of colour
- If every SQ adds this then the branches are pretty much guaranteed to conflict.
Added all currently missing license files for the NE expo storyquest, as required.