Commit message (Collapse) | Author | Age | Files | Lines | |
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* | game shouldn't crash if all lamps are in unloaded chunks v1.0.0 | Star Rauchenberger | 2022-03-21 | 1 | -3/+7 |
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* | player starts in the middle of first chunk now | Star Rauchenberger | 2022-03-21 | 1 | -2/+2 |
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* | finishing reading the story clears out all signs | Star Rauchenberger | 2022-03-21 | 1 | -5/+22 |
| | | | | and a sound effect plays | ||||
* | game can be muted now | Star Rauchenberger | 2022-03-21 | 1 | -1/+7 |
| | | | | not re-rendering the menu overlay because it looks fine tbh | ||||
* | lowered threshold to full song | Star Rauchenberger | 2022-03-21 | 1 | -1/+1 |
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* | floor renders change much less when lamp drop | Star Rauchenberger | 2022-03-20 | 1 | -2/+4 |
| | | | | should prevent spamming to get signs | ||||
* | dashes should still happen when game lags | Star Rauchenberger | 2022-03-20 | 1 | -14/+1 |
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* | control instructions | Star Rauchenberger | 2022-03-20 | 1 | -0/+39 |
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* | we can now build a mac bundle! | Star Rauchenberger | 2022-03-20 | 1 | -4/+5 |
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* | fixed bug that restarts game & doubles music if you press esc while fading in | Star Rauchenberger | 2022-03-20 | 1 | -1/+3 |
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* | added fade in to new game | Star Rauchenberger | 2022-03-19 | 1 | -0/+14 |
| | | | | and fixed music on new game | ||||
* | added wasd movement | Star Rauchenberger | 2022-03-19 | 1 | -4/+4 |
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* | menu! | Star Rauchenberger | 2022-03-19 | 1 | -12/+22 |
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* | game tries to make sure initial cave is not tiny | Star Rauchenberger | 2022-03-19 | 1 | -10/+48 |
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* | fixed jitter while moving and zooming | Star Rauchenberger | 2022-03-19 | 1 | -2/+0 |
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* | load line lag is better | Star Rauchenberger | 2022-03-19 | 1 | -4/+33 |
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* | fixed a lot of the zoom problems | Star Rauchenberger | 2022-03-18 | 1 | -6/+9 |
| | | | | still looks weird while moving | ||||
* | more wall renders | Star Rauchenberger | 2022-03-18 | 1 | -4/+26 |
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* | lotta performance improvements | Star Rauchenberger | 2022-03-17 | 1 | -90/+105 |
| | | | | | | | 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. | ||||
* | signs are more common and also quieter | Star Rauchenberger | 2022-03-16 | 1 | -2/+2 |
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* | signs can be read now! | Star Rauchenberger | 2022-03-16 | 1 | -5/+28 |
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* | added signs (which can't be read yet) | Star Rauchenberger | 2022-03-16 | 1 | -3/+67 |
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* | instead of ticking the entire screen every lighting update we only tick a ↵ | Star Rauchenberger | 2022-03-15 | 1 | -2/+6 |
| | | | | | | chunk size around the player is this helping? | ||||
* | lit tiles in unloaded chunk should count toward total lit tiles for zooming | Star Rauchenberger | 2022-03-15 | 1 | -5/+2 |
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* | maybe made the slowdown when zoomed out much better | Star Rauchenberger | 2022-03-15 | 1 | -6/+6 |
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* | started adding zooming anim, looks weird esp when moving | Star Rauchenberger | 2022-03-15 | 1 | -3/+11 |
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* | fixed flickering while walking | Star Rauchenberger | 2022-03-14 | 1 | -1/+1 |
| | | | | 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 loop | Star Rauchenberger | 2022-03-14 | 1 | -3/+8 |
| | | | | flickering while moving now though | ||||
* | map is now "infinite" using chunks that dynamically load like in diamond&pearl | Star Rauchenberger | 2022-03-14 | 1 | -86/+37 |
| | | | | game is also slow as shit now | ||||
* | fmod splash screen | Star Rauchenberger | 2022-03-14 | 1 | -0/+1 |
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* | refactored game code into the game class (for titles / multiple games) | Star Rauchenberger | 2022-03-13 | 1 | -0/+885 |