Mercurial > nagslang
graph
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p8Sat, 07 Sep 2013 12:56:42 +0200, by davidsharpe
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Well, gravity push.Sat, 07 Sep 2013 12:53:20 +0200, by davidsharpe
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Well, gravity.Sat, 07 Sep 2013 12:52:16 +0200, by davidsharpe
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Sheep behaviour.Sat, 07 Sep 2013 12:50:21 +0200, by Jeremy Thurgood
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more zoomingSat, 07 Sep 2013 12:49:27 +0200, by Neil Muller
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Partial zoom supportSat, 07 Sep 2013 12:43:31 +0200, by Neil Muller
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Rename dead sheep as well.Sat, 07 Sep 2013 12:41:16 +0200, by Jeremy Thurgood
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Unbreak polygon drawingSat, 07 Sep 2013 12:38:51 +0200, by Neil Muller
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Sheep! (And refactoring!)Sat, 07 Sep 2013 12:33:35 +0200, by Jeremy Thurgood
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Better protagonist finding for enemies.Sat, 07 Sep 2013 11:21:54 +0200, by Jeremy Thurgood
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Move hard-coded starting point to levels meta fileSat, 07 Sep 2013 12:32:40 +0200, by Stefano Rivera
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Move points buttonSat, 07 Sep 2013 12:10:42 +0200, by Neil Muller
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No, we really don't need EnemyDeathEventSat, 07 Sep 2013 11:16:59 +0200, by Stefano Rivera
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Pad multiline text.Sat, 07 Sep 2013 10:42:37 +0200, by Jeremy Thurgood
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Tyop (spotted by the Hodgestar)Sat, 07 Sep 2013 10:39:01 +0200, by Stefano Rivera
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Add attacks to stats screenSat, 07 Sep 2013 10:15:19 +0200, by Stefano Rivera
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better bubbles (work in progress)Sat, 07 Sep 2013 09:47:45 +0200, by Adrianna Pińska
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Animated acidSat, 07 Sep 2013 08:59:55 +0200, by Neil Muller
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Hack together tile animationSat, 07 Sep 2013 08:59:28 +0200, by Neil Muller
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Reselt world on deathSat, 07 Sep 2013 01:21:32 +0200, by Stefano Rivera
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Restarting the level restores healthSat, 07 Sep 2013 01:12:21 +0200, by Stefano Rivera
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Fold long text messages somewhatSat, 07 Sep 2013 01:11:51 +0200, by Neil Muller
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Pass layout hint to overlaysSat, 07 Sep 2013 01:05:18 +0200, by Neil Muller
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Better MultiLineWidgetSat, 07 Sep 2013 01:03:55 +0200, by Neil Muller
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Use Result instead of ClawEventSat, 07 Sep 2013 01:10:53 +0200, by Stefano Rivera
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Use Result to handle firingSat, 07 Sep 2013 01:04:01 +0200, by Stefano Rivera
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screenshot with dead aliens and keycardsSat, 07 Sep 2013 01:03:46 +0200, by Adrianna Pińska
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Use Result to handle enemy death (but keep the event for accounting purposes)Sat, 07 Sep 2013 00:42:09 +0200, by Stefano Rivera
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Goodbye foul locked_door!Sat, 07 Sep 2013 00:34:00 +0200, by Jeremy Thurgood
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lockSat, 07 Sep 2013 00:28:56 +0200, by Adrianna Pińska
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remove unneeded fillSat, 07 Sep 2013 00:15:19 +0200, by Neil Muller
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Drop unused alpha bit from tile_surface helperSat, 07 Sep 2013 00:10:20 +0200, by Neil Muller
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Don't crash if we have an out of date saved stateFri, 06 Sep 2013 23:59:49 +0200, by Stefano Rivera
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Use a result object to get new drawables back to the areaFri, 06 Sep 2013 23:58:15 +0200, by Stefano Rivera
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Fix positioning and debug print.Fri, 06 Sep 2013 23:47:44 +0200, by Jeremy Thurgood
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Bleh.Fri, 06 Sep 2013 23:39:22 +0200, by Jeremy Thurgood
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Some notes.Fri, 06 Sep 2013 23:37:55 +0200, by Jeremy Thurgood
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Some notes.Fri, 06 Sep 2013 23:22:44 +0200, by Jeremy Thurgood
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Colons are allowed in stringsFri, 06 Sep 2013 23:36:08 +0200, by Stefano Rivera
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Collected collectables stay collectedFri, 06 Sep 2013 23:11:37 +0200, by Stefano Rivera
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Create a nagslang.collectable module for collectablesFri, 06 Sep 2013 23:07:27 +0200, by Stefano Rivera
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new acid and moonlight artFri, 06 Sep 2013 23:03:28 +0200, by Adrianna Pińska
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new werewolf attack art.Fri, 06 Sep 2013 22:40:41 +0200, by Adrianna Pińska
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Count deathsFri, 06 Sep 2013 22:52:24 +0200, by Stefano Rivera
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Move the inventory to world, to slightly reduce overall hackynessFri, 06 Sep 2013 22:44:14 +0200, by Stefano Rivera
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Change the flavour of magic in WorldFri, 06 Sep 2013 22:33:51 +0200, by Stefano Rivera
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Use timers for enemy ballistics cooldown.Fri, 06 Sep 2013 22:27:08 +0200, by Jeremy Thurgood
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Automatic weapons.Fri, 06 Sep 2013 21:56:57 +0200, by Jeremy Thurgood
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Make the inventory a setFri, 06 Sep 2013 21:37:00 +0200, by Stefano Rivera
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Demo new alienFri, 06 Sep 2013 21:27:09 +0200, by Neil Muller
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Start refactoring alien movementFri, 06 Sep 2013 21:26:57 +0200, by Neil Muller
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Enemy ranged attacks do damageFri, 06 Sep 2013 21:13:45 +0200, by Stefano Rivera
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Move ranged attack code to Enemy. Don't shoot through solid objectsFri, 06 Sep 2013 21:07:24 +0200, by Stefano Rivera
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More sensible health bar positioning.Fri, 06 Sep 2013 20:59:37 +0200, by Jeremy Thurgood
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Keycard doors.Fri, 06 Sep 2013 20:45:02 +0200, by Jeremy Thurgood
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Acid attacks shoot things that look like acidFri, 06 Sep 2013 20:25:06 +0200, by Stefano Rivera
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Transparent moonlightFri, 06 Sep 2013 20:12:07 +0200, by Neil Muller
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ChargingEnemy spits acidFri, 06 Sep 2013 20:10:46 +0200, by Stefano Rivera
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Keycard art.Fri, 06 Sep 2013 20:06:25 +0200, by Jeremy Thurgood
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Refactor doors and add horrible temporoary image for someone to fix later.Fri, 06 Sep 2013 19:42:01 +0200, by Jeremy Thurgood
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Kill dead speed limitsFri, 06 Sep 2013 19:39:59 +0200, by Stefano Rivera
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Moonlight tiles force wolf form.Fri, 06 Sep 2013 19:14:04 +0200, by Jeremy Thurgood
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Tweaks to the claw attack.Fri, 06 Sep 2013 18:41:29 +0200, by David Sharpe
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Allow copying polygon 6 into terrain objectsFri, 06 Sep 2013 17:32:25 +0200, by Neil Muller
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Add convex requirement to hintFri, 06 Sep 2013 17:29:50 +0200, by Neil Muller
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Faster tiled rendererFri, 06 Sep 2013 16:34:43 +0200, by Neil Muller
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Demo acidFri, 06 Sep 2013 16:14:03 +0200, by Neil Muller
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Hostile terrian objectsFri, 06 Sep 2013 16:13:43 +0200, by Neil Muller
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Add an acidish tileFri, 06 Sep 2013 15:54:43 +0200, by Neil Muller
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Add a tiled rendererFri, 06 Sep 2013 15:53:28 +0200, by Neil Muller
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Split out tiling into utility functionFri, 06 Sep 2013 15:18:40 +0200, by Neil Muller
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Health bar transparency.Fri, 06 Sep 2013 15:40:35 +0200, by Jeremy Thurgood
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Save door and lever state.Fri, 06 Sep 2013 15:14:27 +0200, by Jeremy Thurgood
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Remember start position on a level (a bit hacky)Fri, 06 Sep 2013 13:42:42 +0200, by Stefano Rivera
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Allow tuples in dictsFri, 06 Sep 2013 13:38:07 +0200, by Stefano Rivera
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Robustness fixFri, 06 Sep 2013 12:58:46 +0200, by Neil Muller
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Resume from the previous levelFri, 06 Sep 2013 12:59:51 +0200, by Stefano Rivera
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Enemies can hurt things again. (Oops.)Fri, 06 Sep 2013 12:55:48 +0200, by Jeremy Thurgood
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Less violent werewolf health colour.Fri, 06 Sep 2013 12:48:03 +0200, by Jeremy Thurgood
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Use constants for health.Fri, 06 Sep 2013 12:44:01 +0200, by Jeremy Thurgood
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Better change sequence.Fri, 06 Sep 2013 12:42:18 +0200, by Jeremy Thurgood
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Re-enable no-sound optionFri, 06 Sep 2013 12:25:53 +0200, by Neil Muller
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Better key handling, form change delay.Fri, 06 Sep 2013 12:22:02 +0200, by Jeremy Thurgood
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More interesting claw attack.Fri, 06 Sep 2013 11:48:48 +0200, by Jeremy Thurgood
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Physics-related cleanup.Fri, 06 Sep 2013 11:39:48 +0200, by Jeremy Thurgood
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Better wolf claw attack.Fri, 06 Sep 2013 10:49:19 +0200, by Jeremy Thurgood
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laser gunFri, 06 Sep 2013 03:10:04 +0200, by Adrianna Pińska
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Fix claw attack rendering a bit.Fri, 06 Sep 2013 02:41:55 +0200, by Simon Cross
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Move quit button away from other stuffFri, 06 Sep 2013 02:39:56 +0200, by Neil Muller
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magenta laser blastFri, 06 Sep 2013 02:36:59 +0200, by Adrianna Pińska
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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
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Add generic tmp folder to hgignore.Thu, 05 Sep 2013 00:53:57 +0200, by Simon Cross
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The daily screenshotThu, 05 Sep 2013 00:48:42 +0200, by Neil Muller
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Pep8Thu, 05 Sep 2013 00:41:42 +0200, by David Sharpe
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Correcting damage applicationThu, 05 Sep 2013 00:37:48 +0200, by David Sharpe
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PEP8Thu, 05 Sep 2013 00:39:55 +0200, by Neil Muller
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Add angle to doorsThu, 05 Sep 2013 00:38:14 +0200, by Neil Muller
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Better reporting of object errors. Fix incorrect assumption about orderingThu, 05 Sep 2013 00:37:23 +0200, by Neil Muller
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(really rubbish) bulletsThu, 05 Sep 2013 00:36:30 +0200, by Stefano Rivera
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note is now a terminalThu, 05 Sep 2013 00:32:56 +0200, by Adrianna Pińska
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Fix function signatureThu, 05 Sep 2013 00:18:37 +0200, by Neil Muller
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Added collision damage with enemies.Thu, 05 Sep 2013 00:05:17 +0200, by David Sharpe
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PEP8Thu, 05 Sep 2013 00:08:58 +0200, by David Sharpe
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Collision handlers get the protagonist.Thu, 05 Sep 2013 00:06:37 +0200, by Jeremy Thurgood
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Object editingThu, 05 Sep 2013 00:05:03 +0200, by Neil Muller
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doorThu, 05 Sep 2013 00:04:25 +0200, by Adrianna Pińska
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west-facing humanWed, 04 Sep 2013 23:53:45 +0200, by Adrianna Pińska
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Save game stateWed, 04 Sep 2013 23:53:34 +0200, by Stefano Rivera
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Add framework of edit object dialogWed, 04 Sep 2013 23:46:06 +0200, by Neil Muller
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west-facing werewolfWed, 04 Sep 2013 23:42:09 +0200, by Adrianna Pińska
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Stuff.Wed, 04 Sep 2013 23:05:44 +0200, by David Sharpe
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More pep8Wed, 04 Sep 2013 22:48:47 +0200, by David Sharpe
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Pep8Wed, 04 Sep 2013 22:48:10 +0200, by David Sharpe
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Added health to protagonist.Wed, 04 Sep 2013 22:46:29 +0200, by David Sharpe
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MergeWed, 04 Sep 2013 22:26:36 +0200, by David Sharpe
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MergeWed, 04 Sep 2013 22:26:15 +0200, by David Sharpe
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Added health bar to main screen.Wed, 04 Sep 2013 22:25:54 +0200, by David Sharpe
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MergeWed, 04 Sep 2013 20:20:13 +0200, by David Sharpe
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MergeWed, 04 Sep 2013 01:23:43 +0200, by David Sharpe
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Updated TODOsWed, 04 Sep 2013 01:23:32 +0200, by David Sharpe
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Can has delete objectsWed, 04 Sep 2013 22:20:36 +0200, by Neil Muller
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Add a world object to collect some statsWed, 04 Sep 2013 22:07:20 +0200, by Neil Muller
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Add multiline widgetWed, 04 Sep 2013 22:06:55 +0200, by Neil Muller
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More work towards object editingWed, 04 Sep 2013 21:32:55 +0200, by Neil Muller
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Add hints for the level editorWed, 04 Sep 2013 21:16:09 +0200, by Neil Muller
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north-facing humanWed, 04 Sep 2013 19:11:00 +0200, by Adrianna Pińska
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Update TODO.txt.Wed, 04 Sep 2013 19:09:02 +0200, by Jeremy Thurgood
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protagonist rename of doomWed, 04 Sep 2013 18:55:57 +0200, by Adrianna Pińska
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Avoid indirection in MakefileWed, 04 Sep 2013 18:45:18 +0200, by Stefano Rivera
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Remove unused stuff.Wed, 04 Sep 2013 18:41:06 +0200, by Jeremy Thurgood
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Much better facing renderers.Wed, 04 Sep 2013 18:40:00 +0200, by Jeremy Thurgood
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generated pngs for south-facing humanWed, 04 Sep 2013 18:37:43 +0200, by Adrianna Pińska
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human facing southWed, 04 Sep 2013 18:30:47 +0200, by Adrianna Pińska
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A stupid, simple menuWed, 04 Sep 2013 18:30:08 +0200, by Stefano Rivera
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Display list of objects to edit / deleteWed, 04 Sep 2013 18:04:59 +0200, by Neil Muller
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Bulkheads are bits of wall you can walk through.Wed, 04 Sep 2013 17:25:26 +0200, by Jeremy Thurgood
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Always show objects in objects modeWed, 04 Sep 2013 16:56:24 +0200, by Neil Muller
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Overlays belong in renderWed, 04 Sep 2013 16:53:24 +0200, by Stefano Rivera
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Fix embarrassing leftover underscore.Wed, 04 Sep 2013 16:48:43 +0200, by Jeremy Thurgood
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Add placeholder object mode menuWed, 04 Sep 2013 16:37:10 +0200, by Neil Muller
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Less hacky rotation suppression.Wed, 04 Sep 2013 16:21:21 +0200, by Jeremy Thurgood
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Better rendering and movement detection.Wed, 04 Sep 2013 15:06:33 +0200, by Jeremy Thurgood
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Composition-based renderers.Wed, 04 Sep 2013 14:53:37 +0200, by Jeremy Thurgood
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Clunkier properties to make pyflakes happy.Wed, 04 Sep 2013 13:15:48 +0200, by Jeremy Thurgood
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Better protagonist physicser.Wed, 04 Sep 2013 13:13:11 +0200, by Jeremy Thurgood
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ScreenshotWed, 04 Sep 2013 01:14:49 +0200, by Stefano Rivera
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Build PNGsWed, 04 Sep 2013 00:17:50 +0200, by Stefano Rivera
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werewolf facing northWed, 04 Sep 2013 00:15:11 +0200, by Adrianna Pińska
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Pass display offset to overlays for when the display is larger than the levelWed, 04 Sep 2013 00:11:29 +0200, by Neil Muller
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werewolf facing southTue, 03 Sep 2013 23:58:57 +0200, by Adrianna Pińska
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Drop compatibility imports, and allow an optional module on classnamesTue, 03 Sep 2013 23:45:56 +0200, by Stefano Rivera
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Fun with mass and friction.Tue, 03 Sep 2013 23:42:51 +0200, by Jeremy Thurgood
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Break out RenderersTue, 03 Sep 2013 23:33:44 +0200, by Stefano Rivera
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PEP8Tue, 03 Sep 2013 23:32:46 +0200, by Neil Muller
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Munge in interior wall drawingTue, 03 Sep 2013 23:31:54 +0200, by Neil Muller
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Display interior walls and start working towards drawing themTue, 03 Sep 2013 23:14:48 +0200, by Neil Muller
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And another puzzler for level-importingTue, 03 Sep 2013 23:29:15 +0200, by Stefano Rivera
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Level doesn't gave a get_drawables() getter any more, that was rubbishTue, 03 Sep 2013 23:28:38 +0200, by Stefano Rivera
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Break puzzlers out of game_object.pyTue, 03 Sep 2013 23:27:25 +0200, by Stefano Rivera
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Fix protagonist physicsers.Tue, 03 Sep 2013 23:16:09 +0200, by Jeremy Thurgood
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Add showing objects to the level editorTue, 03 Sep 2013 22:53:23 +0200, by Neil Muller
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Add dummy check boxesTue, 03 Sep 2013 22:19:20 +0200, by Neil Muller
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Interior walls.Tue, 03 Sep 2013 22:50:29 +0200, by Jeremy Thurgood
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Overlays that don't suck as muchTue, 03 Sep 2013 22:24:38 +0200, by Stefano Rivera
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Reorder startup to avoid pygame init issuesTue, 03 Sep 2013 22:10:38 +0200, by Neil Muller
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Note imageTue, 03 Sep 2013 22:02:33 +0200, by Stefano Rivera
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Add some notes on requirements to the readmeTue, 03 Sep 2013 21:53:24 +0200, by Neil Muller
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Document collision handler a little better.Tue, 03 Sep 2013 21:16:22 +0200, by Jeremy Thurgood
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Overlay notesTue, 03 Sep 2013 21:47:24 +0200, by Stefano Rivera
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Don't render the old scene with the protagnist's new position during scene changesTue, 03 Sep 2013 21:44:55 +0200, by Neil Muller
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Activate door with switch.Tue, 03 Sep 2013 21:09:55 +0200, by Jeremy Thurgood
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Better collision handling, potentially locked doors.Tue, 03 Sep 2013 20:24:25 +0200, by Jeremy Thurgood
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Err, in pymunk coordinatesTue, 03 Sep 2013 20:10:44 +0200, by Stefano Rivera
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Some refactoring and fixing, start of better collision handling.Tue, 03 Sep 2013 20:06:12 +0200, by Jeremy Thurgood
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Make FloorSwitchPuzzler are more generic CollidePuzzlerTue, 03 Sep 2013 19:48:02 +0200, by Stefano Rivera
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Output coordinates from the level editor, to help place thingsTue, 03 Sep 2013 19:31:28 +0200, by Stefano Rivera
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We have doorsTue, 03 Sep 2013 19:09:07 +0200, by Stefano Rivera
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Re-canonicalize level1 after rebase mergeTue, 03 Sep 2013 17:37:16 +0200, by Neil Muller
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Fix destintion and add internal doorTue, 03 Sep 2013 16:59:00 +0200, by Neil Muller
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Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a doorTue, 03 Sep 2013 16:58:45 +0200, by Neil Muller
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Add some state manipulation helper methodsTue, 03 Sep 2013 16:57:09 +0200, by Neil Muller
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Round-tripped levels through the editor to canonicalize themTue, 03 Sep 2013 17:15:00 +0200, by Stefano Rivera
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Add doors to the levelsTue, 03 Sep 2013 16:12:24 +0200, by Neil Muller
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Initial door objectTue, 03 Sep 2013 16:12:15 +0200, by Neil Muller
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add level2 to list of screensTue, 03 Sep 2013 16:11:50 +0200, by Neil Muller
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Add a level2Tue, 03 Sep 2013 16:08:25 +0200, by Neil Muller
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Tweak resources.get_file to allow creating non-existant filesTue, 03 Sep 2013 16:07:56 +0200, by Neil Muller
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Very placeholder art for doorTue, 03 Sep 2013 15:37:09 +0200, by Neil Muller
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outstanding art TODOTue, 03 Sep 2013 15:27:58 +0200, by Adrianna Pińska
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Update TODO a bitTue, 03 Sep 2013 15:21:15 +0200, by Neil Muller
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Add alien to level1Tue, 03 Sep 2013 14:39:48 +0200, by Neil Muller
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A patrolling alienTue, 03 Sep 2013 14:39:38 +0200, by Neil Muller
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Allow using right mouse button to drag level displayTue, 03 Sep 2013 11:21:43 +0200, by Neil Muller
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Remove stale debugging printTue, 03 Sep 2013 11:21:11 +0200, by Neil Muller
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Fix 'fill exterior' buttonTue, 03 Sep 2013 11:19:03 +0200, by Neil Muller
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Round-tripping through load/save shouldn't discard objectsTue, 03 Sep 2013 10:47:27 +0200, by Neil Muller
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Screenshot for day 2.Tue, 03 Sep 2013 01:21:24 +0200, by Jeremy Thurgood
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Pictures for lights and switches.Tue, 03 Sep 2013 01:00:29 +0200, by Jeremy Thurgood
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Skip loading images before the display is initialized (so the level editor can start again)Tue, 03 Sep 2013 00:52:22 +0200, by Stefano Rivera
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Consolidate image rendering stuff a bit.Tue, 03 Sep 2013 00:50:11 +0200, by Jeremy Thurgood
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Stickier facingsTue, 03 Sep 2013 00:10:54 +0200, by Neil Muller
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Moar PNGsMon, 02 Sep 2013 23:53:48 +0200, by Stefano Rivera
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Scroll wheelMon, 02 Sep 2013 23:53:11 +0200, by Stefano Rivera
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front and back viewsMon, 02 Sep 2013 23:52:24 +0200, by Neil Muller
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Crates look like crates.Mon, 02 Sep 2013 23:49:27 +0200, by Jeremy Thurgood
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floor sensors and lightsMon, 02 Sep 2013 23:48:59 +0200, by Adrianna Pińska
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Levels need a pymunk Space to loadMon, 02 Sep 2013 23:48:09 +0200, by Stefano Rivera
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Rejig sys.path hacking above albow import, so I can hide it in the root of my repoMon, 02 Sep 2013 23:43:44 +0200, by Stefano Rivera
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Revert that crazy hack, nobody was meant to see itMon, 02 Sep 2013 23:39:08 +0200, by Stefano Rivera
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Rebuild PNGMon, 02 Sep 2013 23:38:11 +0200, by Stefano Rivera
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make crate smallerMon, 02 Sep 2013 23:37:10 +0200, by Adrianna Pińska
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Build new PNGsMon, 02 Sep 2013 23:19:46 +0200, by Stefano Rivera
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Fix imports.Mon, 02 Sep 2013 23:13:03 +0200, by Jeremy Thurgood
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Remove hardcoded level hackery.Mon, 02 Sep 2013 23:12:15 +0200, by Jeremy Thurgood
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Load game objects from level.Mon, 02 Sep 2013 23:05:25 +0200, by Jeremy Thurgood
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a crateMon, 02 Sep 2013 22:40:14 +0200, by Adrianna Pińska
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Hook up protagnist animationsMon, 02 Sep 2013 22:35:41 +0200, by Neil Muller
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Send a fake resize event, to discover the real window size under a tiling window managerMon, 02 Sep 2013 19:20:44 +0200, by Stefano Rivera
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Add a trailing newlineMon, 02 Sep 2013 19:04:36 +0200, by Stefano Rivera
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Two switch puzzle!Mon, 02 Sep 2013 18:31:03 +0200, by Jeremy Thurgood
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YAML levelsMon, 02 Sep 2013 18:27:58 +0200, by Stefano Rivera
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Render tuples to listsMon, 02 Sep 2013 18:12:42 +0200, by Stefano Rivera
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Support other interesting keys, tooMon, 02 Sep 2013 18:00:52 +0200, by Stefano Rivera
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Support integer dict keysMon, 02 Sep 2013 17:58:35 +0200, by Stefano Rivera
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Add hack'ish 'close polygon' optionMon, 02 Sep 2013 18:19:57 +0200, by Neil Muller
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Tweak button creation codeMon, 02 Sep 2013 17:57:06 +0200, by Neil Muller
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A box.Mon, 02 Sep 2013 18:05:03 +0200, by Jeremy Thurgood
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Wrap long lineMon, 02 Sep 2013 17:44:27 +0200, by Stefano Rivera
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Dump inline lists and dicts tooMon, 02 Sep 2013 17:43:45 +0200, by Stefano Rivera
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Handle corner cases around quotes in stringsMon, 02 Sep 2013 17:03:25 +0200, by Stefano Rivera
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Support inline lists, dicts, etc. And alternative top level objectsMon, 02 Sep 2013 16:57:59 +0200, by Stefano Rivera
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Fill screen with black on scene changes, so small levels aren't surrounded by old cruftMon, 02 Sep 2013 17:23:13 +0200, by Neil Muller
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Handle case of display larger than the level betterMon, 02 Sep 2013 17:22:42 +0200, by Neil Muller
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Cleaner switch/light rendering.Mon, 02 Sep 2013 17:09:47 +0200, by Jeremy Thurgood
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Better tests.Mon, 02 Sep 2013 16:57:31 +0200, by Jeremy Thurgood
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Fix test.Mon, 02 Sep 2013 16:52:03 +0200, by Jeremy Thurgood
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Rearrange game objects a bit.Mon, 02 Sep 2013 16:43:15 +0200, by Jeremy Thurgood
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Use dialogs to report save resultsMon, 02 Sep 2013 16:40:56 +0200, by Neil Muller
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Dump dicts in sorted orderMon, 02 Sep 2013 16:04:11 +0200, by Stefano Rivera
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Support numeric typesMon, 02 Sep 2013 15:31:19 +0200, by Stefano Rivera
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Support boolean and None typesMon, 02 Sep 2013 15:27:51 +0200, by Stefano Rivera
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Tweak 'draw exterior' logic to handle surrounded polygons betterMon, 02 Sep 2013 15:44:57 +0200, by Neil Muller
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Add fill buttonMon, 02 Sep 2013 15:29:37 +0200, by Neil Muller
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add save buttonMon, 02 Sep 2013 15:24:21 +0200, by Neil Muller
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More albowMon, 02 Sep 2013 15:04:42 +0200, by Neil Muller
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Fallback to pytest's skip exceptionMon, 02 Sep 2013 15:00:28 +0200, by Stefano Rivera
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Appease the gods of PEP-8Mon, 02 Sep 2013 14:51:50 +0200, by Stefano Rivera
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Test with dump_s and load_sMon, 02 Sep 2013 14:50:30 +0200, by Stefano Rivera
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Refactored as classes for readability and to make it easier to support more typesMon, 02 Sep 2013 14:45:18 +0200, by Stefano Rivera
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Some basic puzzle tests.Mon, 02 Sep 2013 14:25:16 +0200, by Jeremy Thurgood
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Partially albowify the level editorMon, 02 Sep 2013 14:09:39 +0200, by Neil Muller
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Add fonts needed for Albowifying the editorMon, 02 Sep 2013 13:59:11 +0200, by Neil Muller
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Layered drawing.Mon, 02 Sep 2013 14:01:55 +0200, by Jeremy Thurgood
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FloorLight, linked to a FloorSwitch.Mon, 02 Sep 2013 13:48:24 +0200, by Jeremy Thurgood
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List of drawables in area.Mon, 02 Sep 2013 13:29:30 +0200, by Jeremy Thurgood
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More consistent debug rendering.Mon, 02 Sep 2013 13:21:53 +0200, by Jeremy Thurgood
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Support a common stylistic variationMon, 02 Sep 2013 13:05:25 +0200, by Stefano Rivera
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Rename to yamlishMon, 02 Sep 2013 11:56:08 +0200, by Stefano Rivera
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draw protagnist bounding box in debug mode. Redo drawing logic to avoid pymunk noiseMon, 02 Sep 2013 12:45:06 +0200, by Neil Muller
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Cleaner direction key management.Mon, 02 Sep 2013 12:01:25 +0200, by Jeremy Thurgood
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more pep8 cleanupMon, 02 Sep 2013 11:54:13 +0200, by Neil Muller
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Fix newer pep8 continuation complaintMon, 02 Sep 2013 11:50:04 +0200, by Neil Muller
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Add WASD controls, switch to "c" for form change.Mon, 02 Sep 2013 11:41:39 +0200, by Jeremy Thurgood
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Support showing exterior filled view in the editorMon, 02 Sep 2013 11:20:34 +0200, by Neil Muller
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Fill the exterior with the blackness of spaceMon, 02 Sep 2013 11:20:04 +0200, by Neil Muller
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Comment out shape drawing for protagonist. Useful for debugging, but pymunk vomits all over stdout when drawing polygons.Mon, 02 Sep 2013 11:20:17 +0200, by Jeremy Thurgood
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Rectangular human protagonist shape, refactored physicsers.Mon, 02 Sep 2013 11:10:50 +0200, by Jeremy Thurgood
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Start next to the wall, not in it.Mon, 02 Sep 2013 08:47:05 +0200, by Jeremy Thurgood
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Remove NullPhysicser, since it looks like everything needs PHYSICS!!!Mon, 02 Sep 2013 08:36:46 +0200, by Jeremy Thurgood
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Dump our YAML subset tooMon, 02 Sep 2013 02:18:50 +0200, by Stefano Rivera
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Simple (subset of) YAML parserMon, 02 Sep 2013 00:55:59 +0200, by Stefano Rivera
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Screenshot at r87.Mon, 02 Sep 2013 00:49:42 +0200, by Simon Cross
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Hack in viewportSun, 01 Sep 2013 23:18:47 +0200, by Neil Muller
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Tweak render orderSun, 01 Sep 2013 23:00:45 +0200, by Neil Muller
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Make the window resizableSun, 01 Sep 2013 22:57:03 +0200, by Neil Muller
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Point pymunk at a screen surface, not the display to make things sanerSun, 01 Sep 2013 22:54:53 +0200, by Neil Muller
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Fix whitespace again.Sun, 01 Sep 2013 22:58:04 +0200, by davidsharpe
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Fix whitespace.Sun, 01 Sep 2013 22:56:26 +0200, by davidsharpe
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Floor switch with horrible hackery.Sun, 01 Sep 2013 22:53:37 +0200, by davidsharpe
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goodbye, werewolfSun, 01 Sep 2013 22:36:49 +0200, by Adrianna Pińska
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Dump phone notesSun, 01 Sep 2013 22:26:13 +0200, by Neil Muller
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now the human is goingSun, 01 Sep 2013 22:24:59 +0200, by Adrianna Pińska
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Make the polygon in level1 much biggerSun, 01 Sep 2013 21:50:41 +0200, by Stefano Rivera
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HumanSun, 01 Sep 2013 21:47:09 +0200, by Stefano Rivera
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Put levels in a levels directorySun, 01 Sep 2013 21:44:45 +0200, by Stefano Rivera
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Automated mergeSun, 01 Sep 2013 21:40:01 +0200, by davidsharpe
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Added environmental motion effects to protagonist.Sun, 01 Sep 2013 21:39:37 +0200, by davidsharpe
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Move save() to LevelSun, 01 Sep 2013 21:41:49 +0200, by Stefano Rivera
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Shebang and path hacking, so that the area_editor runsSun, 01 Sep 2013 21:39:16 +0200, by Stefano Rivera
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Creature PNGsSun, 01 Sep 2013 21:32:28 +0200, by Stefano Rivera
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second alienSun, 01 Sep 2013 21:20:14 +0200, by Adrianna Pińska
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first alienSun, 01 Sep 2013 20:47:58 +0200, by Adrianna Pińska
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hoo-monSun, 01 Sep 2013 19:56:18 +0200, by Adrianna Pińska
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Clean up a few things.Sun, 01 Sep 2013 19:53:18 +0200, by Jeremy Thurgood
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Move protagonist object to the right place.Sun, 01 Sep 2013 19:31:39 +0200, by Jeremy Thurgood
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Unused import.Sun, 01 Sep 2013 19:18:45 +0200, by Jeremy Thurgood
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Put werewolf facing direction magic back.Sun, 01 Sep 2013 19:18:12 +0200, by Jeremy Thurgood
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WTF whitespace?!?!?!?!Sun, 01 Sep 2013 18:57:35 +0200, by Jeremy Thurgood
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Fix import.Sun, 01 Sep 2013 18:56:03 +0200, by Jeremy Thurgood
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Fix long line.Sun, 01 Sep 2013 18:50:21 +0200, by Jeremy Thurgood
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Start of game object stuff.Sun, 01 Sep 2013 18:48:55 +0200, by Jeremy Thurgood
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Centre the wolf on its bodySun, 01 Sep 2013 18:57:16 +0200, by Stefano Rivera
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Use resource get_fileSun, 01 Sep 2013 18:55:19 +0200, by Neil Muller
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Now with a werewolfSun, 01 Sep 2013 18:51:06 +0200, by Stefano Rivera
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Only save levels if the loops are closedSun, 01 Sep 2013 18:50:19 +0200, by Neil Muller
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Add .get_file() to resources.Sun, 01 Sep 2013 18:46:05 +0200, by Simon Cross
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Draw all the walls.Sun, 01 Sep 2013 18:39:37 +0200, by Simon Cross
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Tweak wall thickness and human impulse.Sun, 01 Sep 2013 18:34:38 +0200, by Simon Cross
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The level editorSun, 01 Sep 2013 18:29:04 +0200, by Neil Muller
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Approximate levels and wallsSun, 01 Sep 2013 18:28:33 +0200, by Neil Muller
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Built some imagesSun, 01 Sep 2013 18:26:15 +0200, by Stefano Rivera
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Now supporting make installSun, 01 Sep 2013 18:26:07 +0200, by Stefano Rivera
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Better movement and swap between werewolf and human form with 'w' (hodgestar, decoy).Sun, 01 Sep 2013 18:22:46 +0200, by Simon Cross
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restructured directory plus half an alienSun, 01 Sep 2013 18:21:12 +0200, by Adrianna Pińska
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Export with inkscape. rsvg got the eyes wrongSun, 01 Sep 2013 18:16:50 +0200, by Stefano Rivera
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Sanish resolutionSun, 01 Sep 2013 18:14:58 +0200, by Stefano Rivera
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Optional optimizationSun, 01 Sep 2013 18:14:43 +0200, by Stefano Rivera
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werewolf now with shadingSun, 01 Sep 2013 18:10:33 +0200, by Adrianna Pińska
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Use fixed timestemp because pymunk docs say this is an order of magnitude more efficient.Sun, 01 Sep 2013 17:40:43 +0200, by Simon Cross
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Move tiles under images for resource loadingSun, 01 Sep 2013 17:40:30 +0200, by Neil Muller
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Don't prefix the basedir twiceSun, 01 Sep 2013 17:31:07 +0200, by Stefano Rivera
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Add a placeholder floor tileSun, 01 Sep 2013 17:24:45 +0200, by Neil Muller
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Give screens a name and a world.Sun, 01 Sep 2013 17:06:06 +0200, by Simon Cross
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Render SVGs to PNGSun, 01 Sep 2013 17:01:25 +0200, by Stefano Rivera
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Remove unused import.Sun, 01 Sep 2013 16:50:57 +0200, by Simon Cross
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Move and hold.Sun, 01 Sep 2013 16:50:06 +0200, by Simon Cross
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Prettier resource loading moduleSun, 01 Sep 2013 16:44:04 +0200, by Stefano Rivera
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Arbitrary function condition.Sun, 01 Sep 2013 16:39:13 +0200, by Jeremy Thurgood
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Fix repor and add type-check to __eq__.Sun, 01 Sep 2013 16:14:35 +0200, by Simon Cross
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Don't munge sys.path -- rely on nagslang being installed.Sun, 01 Sep 2013 16:12:23 +0200, by Simon Cross
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Text on the menu screenSun, 01 Sep 2013 16:09:16 +0200, by Stefano Rivera
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Protagonist and environment.Sun, 01 Sep 2013 16:07:39 +0200, by Jeremy Thurgood
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A werewolf always knows where she's going.Sun, 01 Sep 2013 16:03:04 +0200, by Simon Cross
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werewolfSun, 01 Sep 2013 15:58:38 +0200, by Adrianna Pińska
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Consider a spherical werewolf.Sun, 01 Sep 2013 15:57:07 +0200, by Simon Cross
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Forgot to add mutators...Sun, 01 Sep 2013 15:35:48 +0200, by Stefano Rivera
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Add sys.path munging to the scriptSun, 01 Sep 2013 15:35:37 +0200, by Stefano Rivera
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Ignore any local pymunk bitsSun, 01 Sep 2013 15:35:12 +0200, by Stefano Rivera
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Fake area.Sun, 01 Sep 2013 15:34:57 +0200, by Simon Cross
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Hook up area.Sun, 01 Sep 2013 15:18:11 +0200, by Simon Cross
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Clean-up imports.Sun, 01 Sep 2013 14:50:12 +0200, by Simon Cross
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Screens.Sun, 01 Sep 2013 14:48:21 +0200, by Simon Cross
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Image loadingSun, 01 Sep 2013 14:36:18 +0200, by Stefano Rivera
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Merge.Sun, 01 Sep 2013 14:21:13 +0200, by Simon Cross
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Add start of engine / event dispatcher.Sun, 01 Sep 2013 14:19:55 +0200, by Simon Cross
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DocstringSun, 01 Sep 2013 14:19:31 +0200, by Stefano Rivera
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Option parsingSun, 01 Sep 2013 14:17:42 +0200, by Stefano Rivera
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Small PEP8 fixes and add author email.Sun, 01 Sep 2013 14:08:42 +0200, by Simon Cross
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Add start of screen / level / area object.Sun, 01 Sep 2013 14:04:01 +0200, by Simon Cross
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Some startup codeSun, 01 Sep 2013 13:56:40 +0200, by Stefano Rivera
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Ignore pycharm stuff.Sun, 01 Sep 2013 13:02:57 +0200, by davidsharpe
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Add traditional / splite to filepathSun, 01 Sep 2013 11:55:36 +0200, by Neil Muller
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And another oneSun, 01 Sep 2013 11:54:58 +0200, by Stefano Rivera
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Remove some files we don't needSun, 01 Sep 2013 11:54:13 +0200, by Stefano Rivera
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MIT license file.Sun, 01 Sep 2013 11:53:30 +0200, by Simon Cross
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Update authors to reflect the current team.Sun, 01 Sep 2013 10:40:20 +0200, by Jeremy Thurgood
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Replace setup.py with our own version.Sun, 01 Sep 2013 10:25:52 +0200, by Jeremy Thurgood
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Fix PEP8 errors.Sun, 01 Sep 2013 10:12:43 +0200, by Simon Cross
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Ignore some common files.Sun, 01 Sep 2013 09:41:37 +0200, by Simon Cross
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Add skellingtonSun, 01 Sep 2013 08:51:43 +0200, by Neil Muller