Commit message (Collapse) | Author | Age | Files | Lines | |
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* | finishing reading the story clears out all signs | Star Rauchenberger | 2022-03-21 | 1 | -0/+2 |
| | | | | and a sound effect plays | ||||
* | control instructions | Star Rauchenberger | 2022-03-20 | 1 | -0/+10 |
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* | we can now build a mac bundle! | Star Rauchenberger | 2022-03-20 | 1 | -1/+2 |
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* | added fade in to new game | Star Rauchenberger | 2022-03-19 | 1 | -1/+5 |
| | | | | and fixed music on new game | ||||
* | menu! | Star Rauchenberger | 2022-03-19 | 1 | -1/+7 |
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* | game tries to make sure initial cave is not tiny | Star Rauchenberger | 2022-03-19 | 1 | -0/+2 |
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* | fixed jitter while moving and zooming | Star Rauchenberger | 2022-03-19 | 1 | -3/+0 |
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* | load line lag is better | Star Rauchenberger | 2022-03-19 | 1 | -0/+4 |
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* | fixed a lot of the zoom problems | Star Rauchenberger | 2022-03-18 | 1 | -1/+3 |
| | | | | still looks weird while moving | ||||
* | lotta performance improvements | Star Rauchenberger | 2022-03-17 | 1 | -1/+3 |
| | | | | | | | 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 can be read now! | Star Rauchenberger | 2022-03-16 | 1 | -8/+7 |
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* | added signs (which can't be read yet) | Star Rauchenberger | 2022-03-16 | 1 | -1/+13 |
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* | maybe made the slowdown when zoomed out much better | Star Rauchenberger | 2022-03-15 | 1 | -0/+1 |
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* | started adding zooming anim, looks weird esp when moving | Star Rauchenberger | 2022-03-15 | 1 | -3/+5 |
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* | map is now "infinite" using chunks that dynamically load like in diamond&pearl | Star Rauchenberger | 2022-03-14 | 1 | -38/+2 |
| | | | | game is also slow as shit now | ||||
* | fmod splash screen | Star Rauchenberger | 2022-03-14 | 1 | -9/+1 |
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* | refactored game code into the game class (for titles / multiple games) | Star Rauchenberger | 2022-03-13 | 1 | -10/+46 |
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* | 16:9 widescreen, and fullscreen is less weird now | Star Rauchenberger | 2022-03-12 | 1 | -5/+5 |
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* | dynamic wall and floor textures | Star Rauchenberger | 2022-03-12 | 1 | -0/+13 |
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* | player has a sprite now thanks to world of solaria | Star Rauchenberger | 2022-03-12 | 1 | -0/+2 |
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* | added back bump sound (and assets for fuller music) | Star Rauchenberger | 2022-03-12 | 1 | -0/+11 |
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* | Added music and lamp popping sound | Star Rauchenberger | 2022-03-11 | 1 | -0/+2 |
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* | zooming fixes | Kelly Rauchenberger | 2018-06-06 | 1 | -2/+9 |
| | | | | 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 lamps | Kelly Rauchenberger | 2018-06-05 | 1 | -0/+3 |
| | | | | 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 class | Kelly Rauchenberger | 2018-06-05 | 1 | -0/+104 |