summary refs log tree commit diff stats
Commit message (Collapse)AuthorAgeFilesLines
* fixed a lot of the zoom problemsStar Rauchenberger2022-03-184-28/+44
| | | | still looks weird while moving
* more wall rendersStar Rauchenberger2022-03-182-7/+29
|
* lotta performance improvementsStar Rauchenberger2022-03-174-97/+200
| | | | | | | the two main things: 1) When ticking three times after a lighting change, we no longer iterate over the entire map. Instead, we keep a list of the tiles that have changed and the ones adjacent to them, and we iterate over that list. 2) The map tile type is now stored in a separate array from the rest of the tile data. This is because the tile type is the only thing needed for the cellular automata tick, and thus the only thing that we need to actually copy.
* fixed the last word in a line being removed from signs sometimesStar Rauchenberger2022-03-161-0/+5
|
* signs are more common and also quieterStar Rauchenberger2022-03-166-3/+6
|
* fade-in before reading a signStar Rauchenberger2022-03-161-0/+1
|
* signs can be read now!Star Rauchenberger2022-03-1620-38/+675
|
* added signs (which can't be read yet)Star Rauchenberger2022-03-169-10/+142
|
* instead of ticking the entire screen every lighting update we only tick a ↵Star Rauchenberger2022-03-151-2/+6
| | | | | | chunk size around the player is this helping?
* lit tiles in unloaded chunk should count toward total lit tiles for zoomingStar Rauchenberger2022-03-152-5/+11
|
* fixed chunks not loading correctly when going up and leftStar Rauchenberger2022-03-151-10/+2
|
* maybe made the slowdown when zoomed out much betterStar Rauchenberger2022-03-152-6/+7
|
* started adding zooming anim, looks weird esp when movingStar Rauchenberger2022-03-153-11/+47
|
* window starts in centre of screenStar Rauchenberger2022-03-142-27/+5
|
* fixed weird shadows while movingStar Rauchenberger2022-03-142-26/+2
|
* slightly offscreen lamp glows are renderedStar Rauchenberger2022-03-141-2/+2
|
* you can quit the game during the titlesStar Rauchenberger2022-03-141-1/+5
|
* fixed flickering while walkingStar Rauchenberger2022-03-142-7/+18
| | | | sort of. the (intentional) dust flicker is still there. might want to remove the player trailing dust as they walk.
* a lot faster now thanks to only ticking on-screen every loopStar Rauchenberger2022-03-141-3/+8
| | | | flickering while moving now though
* .at() is slower than operator[]Star Rauchenberger2022-03-141-1/+1
|
* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-146-180/+256
| | | | game is also slow as shit now
* fmod splash screenStar Rauchenberger2022-03-147-57/+151
|
* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-137-926/+942
|
* fixed incorrect music levels with widescreenStar Rauchenberger2022-03-121-1/+1
|
* 16:9 widescreen, and fullscreen is less weird nowStar Rauchenberger2022-03-123-7/+7
|
* fixed some input annoyancesStar Rauchenberger2022-03-121-4/+9
|
* slowed the player downStar Rauchenberger2022-03-121-1/+1
|
* fullscreenStar Rauchenberger2022-03-121-0/+2
|
* lamp sprite, courtesy of canaripackStar Rauchenberger2022-03-123-32/+19
|
* dynamic wall and floor texturesStar Rauchenberger2022-03-126-88/+342
|
* player has a sprite now thanks to world of solariaStar Rauchenberger2022-03-1211-4/+234
|
* dust is more of a glow than a solid colour nowStar Rauchenberger2022-03-121-1/+4
|
* added transition and the world musicStar Rauchenberger2022-03-1215-2/+342
|
* added back bump sound (and assets for fuller music)Star Rauchenberger2022-03-1220-9/+468
|
* Added music and lamp popping soundStar Rauchenberger2022-03-1189-0/+13385
|
* zooming fixesKelly Rauchenberger2018-06-064-29/+72
| | | | when zooming out, the view center stays the same (shifted by map edges). when zooming in, the view center becomes the player position at the start of zoom. the boundary of player movement is now also set to the target view area at start of zoom.
* players must move when dropping lampsKelly Rauchenberger2018-06-052-17/+80
| | | | if no direction is pressed, player dashes in direction of most recent movement. if no movement has occured, choose a random direction. if player cannot move in the chosen direction, choose a random direction. if the player cannot move in any direction, prevent dropping a lamp.
* refactored so that the renderer is its own classKelly Rauchenberger2018-06-055-507/+561
|
* improved overlapping lightsKelly Rauchenberger2018-06-051-24/+39
| | | | radius of light seems kind of diminished though.
* merge master into colorfade and improved itKelly Rauchenberger2018-06-054-256/+858
|\ | | | | | | overlapping colors look weird though
| * decreased dust light radiusKelly Rauchenberger2018-06-031-4/+23
| | | | | | | | | | | | this makes it less likely that dropping a lamp will cause cave-ins. also slowed down the propagation of dust slightly.
| * map expansion looks more normal nowKelly Rauchenberger2018-06-021-2/+1
| |
| * dust now ripples outwardKelly Rauchenberger2018-06-021-33/+63
| |
| * player won't start in the middle of a wallKelly Rauchenberger2018-05-311-0/+9
| |
| * map zooms in and out based on how lit it isKelly Rauchenberger2018-05-301-12/+157
| |
| * abstracted map data into a class to allow for zooming outKelly Rauchenberger2018-05-292-177/+316
| |
| * quitting the game causes all of the lamps to pop followed by the playerKelly Rauchenberger2018-05-291-39/+150
| | | | | | | | fixed a bug where dashing when dropping a lamp would cause dust kickup to originate from a different tile than the actual lamp.
| * dust kickup spreads outward instead of being instantaneousKelly Rauchenberger2018-05-293-65/+149
| |
* | started implementing color tinting on lightingKelly Rauchenberger2018-05-294-20/+272
|/
* fixed player lighting strength special caseKelly Rauchenberger2018-05-271-5/+1
|