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Commits
: Listings
Analyzed
1 day
ago. based on code collected
1 day
ago.
Mar 11, 2025 — Mar 11, 2026
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A minor change for mobs
Dolgion Chuluunbaatar
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almost 15 years ago
damn
Dolgion Chuluunbaatar
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almost 15 years ago
checking eclipse move again. Also renamed Main.as to JRPG.as
Dolgion Chuluunbaatar
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almost 15 years ago
Checking if the move to eclipse worked
Dolgion Chuluunbaatar
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almost 15 years ago
testing git
Dolgion Chuluunbaatar
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almost 15 years ago
last commit before tutorial 11 part 1
dolgion1
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almost 15 years ago
Minor refactor changes. Mostly comments
dolgion1
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almost 15 years ago
renamed some battle entities
dolgion1
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almost 15 years ago
renamed some battle entities
dolgion1
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almost 15 years ago
First round of refactoring. Battle.as has been altered especially the processGeneralInput() function
dolgion1
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about 15 years ago
Spells can now be cast outside of combat using the new Spells Screen. Press V to open the screen. Only defense spells with non-temporary status alterations can be cast for now.
dolgion1
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about 15 years ago
Now there are scrolls from which the player can learn spells. The scrolls can also be used in combat to cast their spell without costing mana
dolgion1
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about 15 years ago
now there are scrolls which the player can use to learn new spells. also, the spell system was changed on a low level
dolgion1
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about 15 years ago
Enemies now decide whether to attack with normal attack or with using a spell, depending on whats more powerful. They can use potions, from their new inventory when their health is below 50 percent. They choose the potion that is the most efficient for the damage taken, too. When the player wins a battle, loot, experience points and gold is received. If the player loses a battle, he or she will be respawned and the enemy will still be around. A game over screen wraps up the result of the fight
dolgion1
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about 15 years ago
Enemies can now cast spells to attack the player. Its all very hardcoded for now. When the players health goes below 0, it just continues in the negative space. need to implement a proper gameover next
dolgion1
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about 15 years ago
Combat mode is half functional. Melee and ranged attacks, spells, items are functional in their early intended forms. Upon killing all enemies in combat, the player gains experience points. Next is to implement enemy combat AI
dolgion1
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about 15 years ago
Started introducing spells and magic into the game. Very early stage right now
dolgion1
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about 15 years ago
Damage is calculated properly, and for each strike separately. Melee and ranged attacks all trigger the correct animation sequences, and even boosters have a significant impact on combat now
dolgion1
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about 15 years ago
If you equip a short bow, you can now fire arrows at enemies in battle
dolgion1
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about 15 years ago
if you equip a melee weapon, you can attack an enemy, and the appropriate animation sequence will play
dolgion1
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about 15 years ago
Items can now be used in battle
dolgion1
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about 15 years ago
Various changes. Package structure slightly altered, and more to come. Combat mode is being implemented and very incomplete at the moment.
dolgion1
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about 15 years ago
Cursorposition was untracked
dolgion1
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about 15 years ago
commit for tutorial 10
dolgion1
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about 15 years ago
Commit for tutorial 09 part 1
dolgion1
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about 15 years ago
Rewrote large parts of the InventoryScreen class, bundled the 3 different datastructures for cursor position data into one class
dolgion1
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about 15 years ago
A bunch of bug fixes, and optimized InventoryItem to store item instances in one array, rather than have separate member instances of all each item type specifically.
dolgion1
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about 15 years ago
a few bug fixes
dolgion1
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about 15 years ago
outsourced almost all strings used in classes, for example for userinterface screens like the inventory, and also input mapping strings
dolgion1
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about 15 years ago
Outsourced all constants from all classes into the modified GC class. Outsourced Embedded graphics for entities. This should clean things up a good bit
dolgion1
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about 15 years ago
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