Mercurial > nagslang
graph
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Only add objects with actual puzzlers to the glueFri, 06 Sep 2013 02:29:44 +0200, by Neil Muller
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Fix out by one error.Fri, 06 Sep 2013 02:21:01 +0200, by Simon Cross
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Remove name from new_game door for now (since it breaks the assumption that all named objects have puzzlers.Fri, 06 Sep 2013 02:18:44 +0200, by Simon Cross
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Load first level on play start.Fri, 06 Sep 2013 02:11:58 +0200, by Simon Cross
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Remove key_state from new game door.Fri, 06 Sep 2013 02:09:46 +0200, by Simon Cross
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A spaceship level (aka were you start).Fri, 06 Sep 2013 02:04:27 +0200, by Simon Cross
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Load all levels.Fri, 06 Sep 2013 02:03:53 +0200, by Simon Cross
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Add means for listing levels and areas.Fri, 06 Sep 2013 02:03:16 +0200, by Simon Cross
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have a heartFri, 06 Sep 2013 02:08:03 +0200, by Adrianna Pińska
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Open bulkheads are no longer opaque to furnitureFri, 06 Sep 2013 02:01:30 +0200, by Stefano Rivera
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BOX is no longer accurateFri, 06 Sep 2013 01:48:59 +0200, by Stefano Rivera
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Actually use the base tile specified in the levelFri, 06 Sep 2013 01:44:23 +0200, by Stefano Rivera
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why are floors so hard?Fri, 06 Sep 2013 01:41:02 +0200, by Adrianna Pińska
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Fix typo.Fri, 06 Sep 2013 01:07:33 +0200, by Simon Cross
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sheepFri, 06 Sep 2013 00:49:20 +0200, by Adrianna Pińska
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PEP8Fri, 06 Sep 2013 00:45:52 +0200, by David Sharpe
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Basic claw attack, stealing liberally from other people's code! ;)Fri, 06 Sep 2013 00:37:26 +0200, by David Sharpe
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Now with the attack imageFri, 06 Sep 2013 00:38:05 +0200, by David Sharpe
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Now *both* types of enemies dieFri, 06 Sep 2013 00:41:49 +0200, by Stefano Rivera
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Werewolf form heals every second.Fri, 06 Sep 2013 00:41:14 +0200, by Jeremy Thurgood
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Enemies leave corpsesFri, 06 Sep 2013 00:36:14 +0200, by Stefano Rivera
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Rename animate to update and pass seconds, for future funFri, 06 Sep 2013 00:32:38 +0200, by Neil Muller
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Sonata!Fri, 06 Sep 2013 00:20:54 +0200, by Simon Cross
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Enemies now dieFri, 06 Sep 2013 00:17:22 +0200, by Stefano Rivera
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dead aliensFri, 06 Sep 2013 00:16:32 +0200, by Adrianna Pińska
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Fix timing issuesThu, 05 Sep 2013 23:56:44 +0200, by Neil Muller
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Pass bullet hits through to the targetThu, 05 Sep 2013 23:57:50 +0200, by Stefano Rivera
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Walls need WALL_COLLISION_TYPE.Thu, 05 Sep 2013 23:56:25 +0200, by Jeremy Thurgood
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layer bugfixThu, 05 Sep 2013 23:55:42 +0200, by Adrianna Pińska
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better eyestalk actionThu, 05 Sep 2013 23:50:36 +0200, by Adrianna Pińska
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Outline of a story!Thu, 05 Sep 2013 23:48:33 +0200, by Simon Cross
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Create a tuple of bullet position, so we don't just hold a reference to a mutable objectThu, 05 Sep 2013 23:43:50 +0200, by Stefano Rivera
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Levers look like levers.Thu, 05 Sep 2013 23:43:37 +0200, by Jeremy Thurgood
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Bullets don't collide with sensorsThu, 05 Sep 2013 23:31:00 +0200, by Stefano Rivera
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a leverThu, 05 Sep 2013 23:27:45 +0200, by Adrianna Pińska
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Bullets that mostly die when they hit thingsThu, 05 Sep 2013 23:26:13 +0200, by Stefano Rivera
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--no-music flag.Thu, 05 Sep 2013 23:17:02 +0200, by Jeremy Thurgood
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Faster bulletThu, 05 Sep 2013 22:41:27 +0200, by Stefano Rivera
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Avoid long linesThu, 05 Sep 2013 17:13:29 +0200, by David Fraser
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MergeThu, 05 Sep 2013 17:09:59 +0200, by David Fraser
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Merge branchThu, 05 Sep 2013 16:41:02 +0200, by David Fraser
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Added requirements.txt and use it from setup.pyThu, 05 Sep 2013 16:40:04 +0200, by David Fraser
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Collect gun (which currently looks like a bullet) to shoot.Thu, 05 Sep 2013 16:43:25 +0200, by Jeremy Thurgood
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Basic deathThu, 05 Sep 2013 16:34:17 +0200, by Neil Muller
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Those tabs were irritating meThu, 05 Sep 2013 16:16:49 +0200, by Stefano Rivera
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Fire on Ctrl too (z isn't convenient on Dvorak)Thu, 05 Sep 2013 16:15:37 +0200, by Stefano Rivera
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Toggle switch, sans art.Thu, 05 Sep 2013 16:10:57 +0200, by Jeremy Thurgood
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Protagonist actions, now required for operating doors.Thu, 05 Sep 2013 15:58:24 +0200, by Jeremy Thurgood
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Add current mode hintsThu, 05 Sep 2013 14:12:55 +0200, by Neil Muller
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Don't crash on empty wallsThu, 05 Sep 2013 13:47:22 +0200, by Neil Muller
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simple slow charging alienThu, 05 Sep 2013 13:34:37 +0200, by Neil Muller
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Protagonist and enemies should see the worldThu, 05 Sep 2013 13:15:31 +0200, by Neil Muller
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Move protagonist to the worldThu, 05 Sep 2013 13:09:14 +0200, by Neil Muller
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Add a 'select object' with pop-up for easier editingThu, 05 Sep 2013 12:04:14 +0200, by Neil Muller
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Add object returns for use in the level editorThu, 05 Sep 2013 12:03:34 +0200, by Neil Muller
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Swap order of S frames, so U-turns aren't as freakyThu, 05 Sep 2013 10:52:41 +0200, by Neil Muller
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Stop music when the level ends.Thu, 05 Sep 2013 01:16:40 +0200, by Simon Cross
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Sources for sounds.Thu, 05 Sep 2013 01:07:42 +0200, by Simon Cross
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First sound and music.Thu, 05 Sep 2013 00:54:48 +0200, by Simon Cross
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Add first draft of sound support.Thu, 05 Sep 2013 00:54:26 +0200, by Simon Cross