Mercurial > nagslang
graph
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Set the nameSat, 07 Sep 2013 14:54:43 +0200, by Stefano Rivera
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Faster sheep running.Sat, 07 Sep 2013 14:52:15 +0200, by Jeremy Thurgood
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Add offset support.Sat, 07 Sep 2013 14:48:53 +0200, by Simon Cross
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Herd ALL THE SHEEPS.Sat, 07 Sep 2013 14:47:34 +0200, by Jeremy Thurgood
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Shape generator.Sat, 07 Sep 2013 14:42:21 +0200, by Simon Cross
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alien tileSat, 07 Sep 2013 14:39:29 +0200, by Adrianna Pińska
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Also scale current lineSat, 07 Sep 2013 14:36:31 +0200, by Neil Muller
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Add Death event to reduce death code duplicationSat, 07 Sep 2013 14:36:09 +0200, by Stefano Rivera
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Don't allow placing points outside the levelSat, 07 Sep 2013 14:30:27 +0200, by Neil Muller
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Remove sheep from start levelSat, 07 Sep 2013 14:26:47 +0200, by Stefano Rivera
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Replace menu and death screen with the starting levelSat, 07 Sep 2013 14:26:28 +0200, by Stefano Rivera
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Scale lines when we zoom outSat, 07 Sep 2013 14:19:31 +0200, by Neil Muller
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Round level coordinatesSat, 07 Sep 2013 14:14:41 +0200, by Neil Muller
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empty alien tunnelsSat, 07 Sep 2013 14:10:46 +0200, by Adrianna Pińska
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PEP8Sat, 07 Sep 2013 13:53:26 +0200, by Neil Muller
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avoid some workSat, 07 Sep 2013 13:52:34 +0200, by Neil Muller
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Cache tiling of the backgroundSat, 07 Sep 2013 13:52:16 +0200, by Neil Muller
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Merge.Sat, 07 Sep 2013 13:47:10 +0200, by David Sharpe
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Special relativistic gravities again.Sat, 07 Sep 2013 13:39:10 +0200, by davidsharpe
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Automated mergeSat, 07 Sep 2013 13:34:38 +0200, by davidsharpe
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Special relativistic gravities.Sat, 07 Sep 2013 13:34:19 +0200, by davidsharpe
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Increment by 5.Sat, 07 Sep 2013 13:34:55 +0200, by Simon Cross
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Safer color accessSat, 07 Sep 2013 13:34:01 +0200, by Neil Muller
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Actually snap to grid.Sat, 07 Sep 2013 13:30:06 +0200, by Simon Cross
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Tweak button layoutSat, 07 Sep 2013 13:05:41 +0200, by Neil Muller
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Tweak zoom button layoutSat, 07 Sep 2013 13:00:31 +0200, by Neil Muller
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PEP8 fix.Sat, 07 Sep 2013 13:00:36 +0200, by Simon Cross
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Merge.Sat, 07 Sep 2013 12:58:25 +0200, by Simon Cross
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Add grid size buttons.Sat, 07 Sep 2013 12:55:38 +0200, by Simon Cross
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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