Sat, 07 Sep 2013 13:00:36 +0200 |
Simon Cross |
PEP8 fix.
|
Sat, 07 Sep 2013 12:58:25 +0200 |
Simon Cross |
Merge.
|
Sat, 07 Sep 2013 12:55:38 +0200 |
Simon Cross |
Add grid size buttons.
|
Sat, 07 Sep 2013 12:56:42 +0200 |
davidsharpe |
p8
|
Sat, 07 Sep 2013 12:53:20 +0200 |
davidsharpe |
Well, gravity push.
|
Sat, 07 Sep 2013 12:52:16 +0200 |
davidsharpe |
Well, gravity.
|
Sat, 07 Sep 2013 12:50:21 +0200 |
Jeremy Thurgood |
Sheep behaviour.
|
Sat, 07 Sep 2013 12:49:27 +0200 |
Neil Muller |
more zooming
|
Sat, 07 Sep 2013 12:43:31 +0200 |
Neil Muller |
Partial zoom support
|
Sat, 07 Sep 2013 12:41:16 +0200 |
Jeremy Thurgood |
Rename dead sheep as well.
|
Sat, 07 Sep 2013 12:38:51 +0200 |
Neil Muller |
Unbreak polygon drawing
|
Sat, 07 Sep 2013 12:33:35 +0200 |
Jeremy Thurgood |
Sheep! (And refactoring!)
|
Sat, 07 Sep 2013 11:21:54 +0200 |
Jeremy Thurgood |
Better protagonist finding for enemies.
|
Sat, 07 Sep 2013 12:32:40 +0200 |
Stefano Rivera |
Move hard-coded starting point to levels meta file
|
Sat, 07 Sep 2013 12:10:42 +0200 |
Neil Muller |
Move points button
|
Sat, 07 Sep 2013 11:16:59 +0200 |
Stefano Rivera |
No, we really don't need EnemyDeathEvent
|
Sat, 07 Sep 2013 10:42:37 +0200 |
Jeremy Thurgood |
Pad multiline text.
|
Sat, 07 Sep 2013 10:39:01 +0200 |
Stefano Rivera |
Tyop (spotted by the Hodgestar)
|
Sat, 07 Sep 2013 10:15:19 +0200 |
Stefano Rivera |
Add attacks to stats screen
|
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 08:59:28 +0200 |
Neil Muller |
Hack together tile animation
|
Sat, 07 Sep 2013 01:21:32 +0200 |
Stefano Rivera |
Reselt world on death
|
Sat, 07 Sep 2013 01:12:21 +0200 |
Stefano Rivera |
Restarting the level restores health
|
Sat, 07 Sep 2013 01:11:51 +0200 |
Neil Muller |
Fold long text messages somewhat
|
Sat, 07 Sep 2013 01:05:18 +0200 |
Neil Muller |
Pass layout hint to overlays
|
Sat, 07 Sep 2013 01:03:55 +0200 |
Neil Muller |
Better MultiLineWidget
|
Sat, 07 Sep 2013 01:10:53 +0200 |
Stefano Rivera |
Use Result instead of ClawEvent
|
Sat, 07 Sep 2013 01:04:01 +0200 |
Stefano Rivera |
Use Result to handle firing
|
Sat, 07 Sep 2013 01:03:46 +0200 |
Adrianna Pińska |
screenshot with dead aliens and keycards
|
Sat, 07 Sep 2013 00:42:09 +0200 |
Stefano Rivera |
Use Result to handle enemy death (but keep the event for accounting purposes)
|
Sat, 07 Sep 2013 00:34:00 +0200 |
Jeremy Thurgood |
Goodbye foul locked_door!
|
Sat, 07 Sep 2013 00:28:56 +0200 |
Adrianna Pińska |
lock
|
Sat, 07 Sep 2013 00:15:19 +0200 |
Neil Muller |
remove unneeded fill
|
Sat, 07 Sep 2013 00:10:20 +0200 |
Neil Muller |
Drop unused alpha bit from tile_surface helper
|
Fri, 06 Sep 2013 23:59:49 +0200 |
Stefano Rivera |
Don't crash if we have an out of date saved state
|
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 23:39:22 +0200 |
Jeremy Thurgood |
Bleh.
|
Fri, 06 Sep 2013 23:37:55 +0200 |
Jeremy Thurgood |
Some notes.
|
Fri, 06 Sep 2013 23:22:44 +0200 |
Jeremy Thurgood |
Some notes.
|
Fri, 06 Sep 2013 23:36:08 +0200 |
Stefano Rivera |
Colons are allowed in strings
|
Fri, 06 Sep 2013 23:11:37 +0200 |
Stefano Rivera |
Collected collectables stay collected
|
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 22:40:41 +0200 |
Adrianna Pińska |
new werewolf attack art.
|
Fri, 06 Sep 2013 22:52:24 +0200 |
Stefano Rivera |
Count deaths
|
Fri, 06 Sep 2013 22:44:14 +0200 |
Stefano Rivera |
Move the inventory to world, to slightly reduce overall hackyness
|
Fri, 06 Sep 2013 22:33:51 +0200 |
Stefano Rivera |
Change the flavour of magic in World
|
Fri, 06 Sep 2013 22:27:08 +0200 |
Jeremy Thurgood |
Use timers for enemy ballistics cooldown.
|
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 21:27:09 +0200 |
Neil Muller |
Demo new alien
|
Fri, 06 Sep 2013 21:26:57 +0200 |
Neil Muller |
Start refactoring alien movement
|
Fri, 06 Sep 2013 21:13:45 +0200 |
Stefano Rivera |
Enemy ranged attacks do damage
|
Fri, 06 Sep 2013 21:07:24 +0200 |
Stefano Rivera |
Move ranged attack code to Enemy. Don't shoot through solid objects
|
Fri, 06 Sep 2013 20:59:37 +0200 |
Jeremy Thurgood |
More sensible health bar positioning.
|
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 20:10:46 +0200 |
Stefano Rivera |
ChargingEnemy spits acid
|
Fri, 06 Sep 2013 20:06:25 +0200 |
Jeremy Thurgood |
Keycard art.
|
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 19:39:59 +0200 |
Stefano Rivera |
Kill dead speed limits
|
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 17:32:25 +0200 |
Neil Muller |
Allow copying polygon 6 into terrain objects
|
Fri, 06 Sep 2013 17:29:50 +0200 |
Neil Muller |
Add convex requirement to hint
|
Fri, 06 Sep 2013 16:34:43 +0200 |
Neil Muller |
Faster tiled renderer
|
Fri, 06 Sep 2013 16:14:03 +0200 |
Neil Muller |
Demo acid
|
Fri, 06 Sep 2013 16:13:43 +0200 |
Neil Muller |
Hostile terrian objects
|
Fri, 06 Sep 2013 15:54:43 +0200 |
Neil Muller |
Add an acidish tile
|
Fri, 06 Sep 2013 15:53:28 +0200 |
Neil Muller |
Add a tiled renderer
|
Fri, 06 Sep 2013 15:18:40 +0200 |
Neil Muller |
Split out tiling into utility function
|
Fri, 06 Sep 2013 15:40:35 +0200 |
Jeremy Thurgood |
Health bar transparency.
|
Fri, 06 Sep 2013 15:14:27 +0200 |
Jeremy Thurgood |
Save door and lever state.
|
Fri, 06 Sep 2013 13:42:42 +0200 |
Stefano Rivera |
Remember start position on a level (a bit hacky)
|
Fri, 06 Sep 2013 13:38:07 +0200 |
Stefano Rivera |
Allow tuples in dicts
|
Fri, 06 Sep 2013 12:58:46 +0200 |
Neil Muller |
Robustness fix
|
Fri, 06 Sep 2013 12:59:51 +0200 |
Stefano Rivera |
Resume from the previous level
|
Fri, 06 Sep 2013 12:55:48 +0200 |
Jeremy Thurgood |
Enemies can hurt things again. (Oops.)
|
Fri, 06 Sep 2013 12:48:03 +0200 |
Jeremy Thurgood |
Less violent werewolf health colour.
|
Fri, 06 Sep 2013 12:44:01 +0200 |
Jeremy Thurgood |
Use constants for health.
|
Fri, 06 Sep 2013 12:42:18 +0200 |
Jeremy Thurgood |
Better change sequence.
|
Fri, 06 Sep 2013 12:25:53 +0200 |
Neil Muller |
Re-enable no-sound option
|
Fri, 06 Sep 2013 12:22:02 +0200 |
Jeremy Thurgood |
Better key handling, form change delay.
|
Fri, 06 Sep 2013 11:48:48 +0200 |
Jeremy Thurgood |
More interesting claw attack.
|
Fri, 06 Sep 2013 11:39:48 +0200 |
Jeremy Thurgood |
Physics-related cleanup.
|
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 02:39:56 +0200 |
Neil Muller |
Move quit button away from other stuff
|
Fri, 06 Sep 2013 02:36:59 +0200 |
Adrianna Pińska |
magenta laser blast
|
Fri, 06 Sep 2013 02:29:44 +0200 |
Neil Muller |
Only add objects with actual puzzlers to the glue
|
Fri, 06 Sep 2013 02:21:01 +0200 |
Simon Cross |
Fix out by one error.
|
Fri, 06 Sep 2013 02:18:44 +0200 |
Simon Cross |
Remove name from new_game door for now (since it breaks the assumption that all named objects have puzzlers.
|
Fri, 06 Sep 2013 02:11:58 +0200 |
Simon Cross |
Load first level on play start.
|
Fri, 06 Sep 2013 02:09:46 +0200 |
Simon Cross |
Remove key_state from new game door.
|
Fri, 06 Sep 2013 02:04:27 +0200 |
Simon Cross |
A spaceship level (aka were you start).
|
Fri, 06 Sep 2013 02:03:53 +0200 |
Simon Cross |
Load all levels.
|
Fri, 06 Sep 2013 02:03:16 +0200 |
Simon Cross |
Add means for listing levels and areas.
|
Fri, 06 Sep 2013 02:08:03 +0200 |
Adrianna Pińska |
have a heart
|
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 01:44:23 +0200 |
Stefano Rivera |
Actually use the base tile specified in the level
|
Fri, 06 Sep 2013 01:41:02 +0200 |
Adrianna Pińska |
why are floors so hard?
|
Fri, 06 Sep 2013 01:07:33 +0200 |
Simon Cross |
Fix typo.
|
Fri, 06 Sep 2013 00:49:20 +0200 |
Adrianna Pińska |
sheep
|
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 00:38:05 +0200 |
David Sharpe |
Now with the attack image
|
Fri, 06 Sep 2013 00:41:49 +0200 |
Stefano Rivera |
Now *both* types of enemies die
|
Fri, 06 Sep 2013 00:41:14 +0200 |
Jeremy Thurgood |
Werewolf form heals every second.
|
Fri, 06 Sep 2013 00:36:14 +0200 |
Stefano Rivera |
Enemies leave corpses
|
Fri, 06 Sep 2013 00:32:38 +0200 |
Neil Muller |
Rename animate to update and pass seconds, for future fun
|
Fri, 06 Sep 2013 00:20:54 +0200 |
Simon Cross |
Sonata!
|
Fri, 06 Sep 2013 00:17:22 +0200 |
Stefano Rivera |
Enemies now die
|
Fri, 06 Sep 2013 00:16:32 +0200 |
Adrianna Pińska |
dead aliens
|
Thu, 05 Sep 2013 23:56:44 +0200 |
Neil Muller |
Fix timing issues
|
Thu, 05 Sep 2013 23:57:50 +0200 |
Stefano Rivera |
Pass bullet hits through to the target
|