Sat, 07 Sep 2013 12:52:16 +0200 |
davidsharpe |
Well, gravity.
|
Sat, 07 Sep 2013 09:47:45 +0200 |
Adrianna Pińska |
better bubbles (work in progress)
|
Sat, 07 Sep 2013 08:59:55 +0200 |
Neil Muller |
Animated acid
|
Sat, 07 Sep 2013 01:04:01 +0200 |
Stefano Rivera |
Use Result to handle firing
|
Sat, 07 Sep 2013 00:34:00 +0200 |
Jeremy Thurgood |
Goodbye foul locked_door!
|
Fri, 06 Sep 2013 23:58:15 +0200 |
Stefano Rivera |
Use a result object to get new drawables back to the area
|
Fri, 06 Sep 2013 23:47:44 +0200 |
Jeremy Thurgood |
Fix positioning and debug print.
|
Fri, 06 Sep 2013 23:37:55 +0200 |
Jeremy Thurgood |
Some notes.
|
Fri, 06 Sep 2013 23:07:27 +0200 |
Stefano Rivera |
Create a nagslang.collectable module for collectables
|
Fri, 06 Sep 2013 23:03:28 +0200 |
Adrianna Pińska |
new acid and moonlight art
|
Fri, 06 Sep 2013 22:44:14 +0200 |
Stefano Rivera |
Move the inventory to world, to slightly reduce overall hackyness
|
Fri, 06 Sep 2013 21:56:57 +0200 |
Jeremy Thurgood |
Automatic weapons.
|
Fri, 06 Sep 2013 21:37:00 +0200 |
Stefano Rivera |
Make the inventory a set
|
Fri, 06 Sep 2013 20:45:02 +0200 |
Jeremy Thurgood |
Keycard doors.
|
Fri, 06 Sep 2013 20:25:06 +0200 |
Stefano Rivera |
Acid attacks shoot things that look like acid
|
Fri, 06 Sep 2013 20:12:07 +0200 |
Neil Muller |
Transparent moonlight
|
Fri, 06 Sep 2013 19:42:01 +0200 |
Jeremy Thurgood |
Refactor doors and add horrible temporoary image for someone to fix later.
|
Fri, 06 Sep 2013 19:14:04 +0200 |
Jeremy Thurgood |
Moonlight tiles force wolf form.
|
Fri, 06 Sep 2013 18:41:29 +0200 |
David Sharpe |
Tweaks to the claw attack.
|
Fri, 06 Sep 2013 17:29:50 +0200 |
Neil Muller |
Add convex requirement to hint
|
Fri, 06 Sep 2013 16:13:43 +0200 |
Neil Muller |
Hostile terrian objects
|
Fri, 06 Sep 2013 15:14:27 +0200 |
Jeremy Thurgood |
Save door and lever state.
|
Fri, 06 Sep 2013 11:48:48 +0200 |
Jeremy Thurgood |
More interesting claw attack.
|
Fri, 06 Sep 2013 10:49:19 +0200 |
Jeremy Thurgood |
Better wolf claw attack.
|
Fri, 06 Sep 2013 03:10:04 +0200 |
Adrianna Pińska |
laser gun
|
Fri, 06 Sep 2013 02:41:55 +0200 |
Simon Cross |
Fix claw attack rendering a bit.
|
Fri, 06 Sep 2013 02:01:30 +0200 |
Stefano Rivera |
Open bulkheads are no longer opaque to furniture
|
Fri, 06 Sep 2013 01:48:59 +0200 |
Stefano Rivera |
BOX is no longer accurate
|
Fri, 06 Sep 2013 00:45:52 +0200 |
David Sharpe |
PEP8
|
Fri, 06 Sep 2013 00:37:26 +0200 |
David Sharpe |
Basic claw attack, stealing liberally from other people's code! ;)
|
Fri, 06 Sep 2013 00:32:38 +0200 |
Neil Muller |
Rename animate to update and pass seconds, for future fun
|
Fri, 06 Sep 2013 00:17:22 +0200 |
Stefano Rivera |
Enemies now die
|
Thu, 05 Sep 2013 23:57:50 +0200 |
Stefano Rivera |
Pass bullet hits through to the target
|
Thu, 05 Sep 2013 23:43:50 +0200 |
Stefano Rivera |
Create a tuple of bullet position, so we don't just hold a reference to a mutable object
|
Thu, 05 Sep 2013 23:43:37 +0200 |
Jeremy Thurgood |
Levers look like levers.
|
Thu, 05 Sep 2013 23:31:00 +0200 |
Stefano Rivera |
Bullets don't collide with sensors
|
Thu, 05 Sep 2013 23:26:13 +0200 |
Stefano Rivera |
Bullets that mostly die when they hit things
|
Thu, 05 Sep 2013 16:43:25 +0200 |
Jeremy Thurgood |
Collect gun (which currently looks like a bullet) to shoot.
|
Thu, 05 Sep 2013 16:10:57 +0200 |
Jeremy Thurgood |
Toggle switch, sans art.
|
Thu, 05 Sep 2013 15:58:24 +0200 |
Jeremy Thurgood |
Protagonist actions, now required for operating doors.
|
Thu, 05 Sep 2013 13:09:14 +0200 |
Neil Muller |
Move protagonist to the world
|
Thu, 05 Sep 2013 00:39:55 +0200 |
Neil Muller |
PEP8
|
Thu, 05 Sep 2013 00:38:14 +0200 |
Neil Muller |
Add angle to doors
|
Thu, 05 Sep 2013 00:36:30 +0200 |
Stefano Rivera |
(really rubbish) bullets
|
Thu, 05 Sep 2013 00:06:37 +0200 |
Jeremy Thurgood |
Collision handlers get the protagonist.
|
Wed, 04 Sep 2013 21:16:09 +0200 |
Neil Muller |
Add hints for the level editor
|
Wed, 04 Sep 2013 18:40:00 +0200 |
Jeremy Thurgood |
Much better facing renderers.
|
Wed, 04 Sep 2013 17:25:26 +0200 |
Jeremy Thurgood |
Bulkheads are bits of wall you can walk through.
|
Wed, 04 Sep 2013 16:53:24 +0200 |
Stefano Rivera |
Overlays belong in render
|
Wed, 04 Sep 2013 15:06:33 +0200 |
Jeremy Thurgood |
Better rendering and movement detection.
|
Wed, 04 Sep 2013 14:53:37 +0200 |
Jeremy Thurgood |
Composition-based renderers.
|
Wed, 04 Sep 2013 13:15:48 +0200 |
Jeremy Thurgood |
Clunkier properties to make pyflakes happy.
|
Wed, 04 Sep 2013 13:13:11 +0200 |
Jeremy Thurgood |
Better protagonist physicser.
|
Wed, 04 Sep 2013 00:11:29 +0200 |
Neil Muller |
Pass display offset to overlays for when the display is larger than the level
|
Tue, 03 Sep 2013 23:45:56 +0200 |
Stefano Rivera |
Drop compatibility imports, and allow an optional module on classnames
|
Tue, 03 Sep 2013 23:42:51 +0200 |
Jeremy Thurgood |
Fun with mass and friction.
|
Tue, 03 Sep 2013 23:33:44 +0200 |
Stefano Rivera |
Break out Renderers
|
Tue, 03 Sep 2013 23:29:15 +0200 |
Stefano Rivera |
And another puzzler for level-importing
|
Tue, 03 Sep 2013 23:27:25 +0200 |
Stefano Rivera |
Break puzzlers out of game_object.py
|
Tue, 03 Sep 2013 22:24:38 +0200 |
Stefano Rivera |
Overlays that don't suck as much
|