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* Converted puzzle symbols to an enumStar Rauchenberger2025-08-2033-145/+145
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* Added the_repetitiveStar Rauchenberger2025-08-181-1/+1
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* Validate that nodes in game files are usedStar Rauchenberger2025-08-185-9/+9
| | | | You can now also list out nodes that you are explicitly not mapping out. The current state of the repo does produce some warnings when the validator is run and they're either endings, paintings that I'm not sure what to do with yet, and weird proxy stuff I'm not sure how to handle yet.
* Validate that node paths aren't used multiple timesStar Rauchenberger2025-08-171-7/+0
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* Started writing a data validatorStar Rauchenberger2025-08-161-0/+7
| | | | | | | Currently, it can check whether identifiers point to non-existent objects, or whether multiple objects share the same identifier. It can also determine whether an identifier is underspecified (e.g. a door doesn't specify a room, or a global connection doesn't specify a map).
* Added the_greatStar Rauchenberger2025-08-1441-0/+1322
me.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
#ifndef CONSTS_H_9561E49C
#define CONSTS_H_9561E49C

const int GAME_WIDTH = 720;
const int GAME_HEIGHT = 480;

const int CANVAS_WIDTH = 240;
const int CANVAS_HEIGHT = 160;

const int MOVEMENT_SPEED = 2;
const int PARTY_FRAME_DELAY = 10;// / MOVEMENT_SPEED;

const int MESSAGE_TEXT_WIDTH = 196;

#endif /* end of include guard: CONSTS_H_9561E49C */