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* Pulled in trunk changes because the iOS 6 bug was making it impossible to testStarla Insigna2013-01-021-1/+3
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| * Fixed cart driving wrong direction and made all game modes available for ↵ HEAD v0.4.10 masterStarla Insigna2012-12-251-2/+2
| | | | | | | | testing purposes
| * Fixed rotation bug with iOS 6 and made highscores landscape v0.4.9Starla Insigna2012-12-251-2/+6
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* | Created a game mode managerStarla Insigna2011-11-303-0/+0
|/ | | | | | | | There is now one location for information relating to each GameMode instead of several places, so that info can be easily updated and propagated to, for instance, GameModeSelectionLayer. GameModes can also be specified by an info instance each owns. There's also a way to get an ordered list of game modes. The three star game mode unlocking system has also been added. Closes #213
* Modified behavior of falling objects in Jump v0.4.5Starla Insigna2011-09-101-0/+0
| | | | | | Also increased the distance between ledges as the game goes on, and changed the sound point multipliers make when you catch them. Closes #221, #223
* Added point multipliersStarla Insigna2011-09-101-0/+0
| | | | | | There is support for point multipliers for any game mode, but only Jump currently utilizes it. Closes #222
* Implemented Jump mode (BETA) jumpStarla Insigna2011-09-041-0/+0
| | | | | | Dear god this is beta. I think I'll release a build for the testers soon so I can see what people think and then hammer out the bugs. Refs #204
* Added Jump to selection screenStarla Insigna2011-08-251-0/+0
| | | | | | It currently uses a temporary picture and is unlockable after reaching 5000 points in Collect, at which point a little notification appears at the top of the screen telling you that you've unlocked a new game mode. Also fixed a bug in GameMode with the iteration of objects that would cause the rest of tick to not be called because objects were removed from the set while it was being iterated over. Refs #204
* Merged in changes from default branchStarla Insigna2011-08-243-0/+0
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| * Started Jump game modeStarla Insigna2011-08-173-0/+0
| | | | | | | | | | | | So far, Jump exists as a blank world where the player can control the cart (including the ability to jump by swiping upwards) and where the water level rises for a bit and then falls, taking the cart with it. Refs #204
* | Added support for multiple local highscore listsStarla Insigna2011-08-241-0/+0
| | | | | | | | | | | | This revision increments the database version to 2. Also fixed a small problem with GameModeSelection that aligned the highscore text incorrectly.
* | Removed short version string from Info.plistStarla Insigna2011-08-231-2/+0
| | | | | | | | From now on, so build releasing isn't so awkward, the short version string should not be contained in source control. Before releasing a build, you must add the short version string to the Info.plist, archive the build and then remove the string from the plist again so it doesn't accidentally get committed.
* | Added game quitting safeguard to pause screen (version 0.3.1) v0.3.1Starla Insigna2011-08-231-1/+1
| | | | | | | | | | | | Also replaced instances of the term "Cart Collect" in Tutorial with "Cartographic". Also modified level selection screen to remember your position in the list rather than simply the last mode you'd played. Closes #211
* | Pulled in level selection screen (version 0.3) v0.3Starla Insigna2011-08-233-1/+1
|\ \ | | | | | | | | | Closes #207
| * | Integrated TestFlight SDKStarla Insigna2011-08-222-0/+0
| |/ | | | | | | See https://testflightapp.com/sdk/doc/
* | Added borders to level selection imagesStarla Insigna2011-08-224-198/+0
| | | | | | | | | | | | | | | | | | | | The image for each level selection now has a tutorial bubble-esque border around it, which was achieved using image masking. The border is included in the graying-out effect when the image is being tapped, and it is also included in the grayscaling when the level is not yet unlocked. Also rewrote most of the selection drawing code. The titles are now drawn above the image, with Quartz instead of Cocos2D. The highscore label is also drawn with Quartz, though it is still below the image. The unlock condition label no longer appears, and instead, locked levels are now tappable and tapping them shows an alert view containing the unlock condition. Will probably be changed to be more elegant later. Really, the biggest thing left before the selection screen is done is the ability to scroll through levels. The background also needs changing, but that will come later once I recruit a graphics designer. :P Refs #207
* | Started game mode selection screenStarla Insigna2011-08-187-0/+198
|/ | | | | | So far, tapping "New Game" shows a screen with two game modes: the tutorial and the classic collect. They both have pictures and Collect's is grayscale if it hasn't been unlocked yet (a.k.a. the tutorial hasn't been completed yet). Also, Collect's title is replaced with question marks and the text "Beat the tutorial!" is shown if it isn't unlocked--if it is unlocked, the player's highscore, if they have one, is shown. A "Back to Main Menu" button is also present. Neither selection is as of yet tappable, and neither picture yet has a border. You cannot scroll through modes yet either. Refs #207
* Made tutorial replayableStarla Insigna2011-08-174-0/+0
| | | | Closes #202
* Added automatic versioningStarla Insigna2011-08-131-0/+2
| | | | | | A shell script that is run before building now automatically sets the build number of the package to the current revision number, plus a value that increments on every build if the code is dirty (a.k.a. has been modified since being committed). Also changed the project to automatically use the correct provisioning profile when codesigning instead of having to change it every time the provisioning profile changed.
* Added tutorial modeStarla Insigna2011-08-123-3/+1
| | | | | | | | GameLayer was also renamed to ClassicGameMode and its pause functionality and score/lives counters were moved out to GameMode. FallingObjectDelegate was created to allow for custom code to be run when items were caught/missed, something that is used extensively by tutorial mode. Important: Cart Collect's bundle identifier was changed in this revision from com.fourisland.Cart-Collect to com.apatheticink.Cart-Collect, so ensure that before attempting to compile/run this build, you clear your build directory and remove the old version of Cart Collect from your device. Closes #193
* Prepared Cart Collect for legitimate developmentStarla Insigna2011-08-101-0/+8
| | | | Previously, as we did not possess an Apple Developer Account, Cart Collect was configured to easily allow jailbroken development and testing. However, as we now have a developer account, this is no longer necessary and Cart Collect has been configured to codesign legitimately.
* Implemented tutorial bubblesStarla Insigna2011-08-071-0/+0
| | | | | | | | GameLayer now has support for pausing game flow and displaying a tutorial bubble that the user can tap to dismiss. No code has been written, however, to make use of this, because I think it may be simpler to abstract GameLayer out somewhat and create a separate game mode for the tutorial. Deliberation required. PauseLayer has also been removed and the behavior has been brought into GameLayer. Refs #193
* Initial commit (version 0.2.1)Starla Insigna2011-07-3034-0/+354