Sat, 07 Sep 2013 14:39:29 +0200 |
Adrianna Pińska |
alien tile
|
Sat, 07 Sep 2013 14:36:31 +0200 |
Neil Muller |
Also scale current line
|
Sat, 07 Sep 2013 14:36:09 +0200 |
Stefano Rivera |
Add Death event to reduce death code duplication
|
Sat, 07 Sep 2013 14:30:27 +0200 |
Neil Muller |
Don't allow placing points outside the level
|
Sat, 07 Sep 2013 14:26:47 +0200 |
Stefano Rivera |
Remove sheep from start level
|
Sat, 07 Sep 2013 14:26:28 +0200 |
Stefano Rivera |
Replace menu and death screen with the starting level
|
Sat, 07 Sep 2013 14:19:31 +0200 |
Neil Muller |
Scale lines when we zoom out
|
Sat, 07 Sep 2013 14:14:41 +0200 |
Neil Muller |
Round level coordinates
|
Sat, 07 Sep 2013 14:10:46 +0200 |
Adrianna Pińska |
empty alien tunnels
|
Sat, 07 Sep 2013 13:53:26 +0200 |
Neil Muller |
PEP8
|
Sat, 07 Sep 2013 13:52:34 +0200 |
Neil Muller |
avoid some work
|
Sat, 07 Sep 2013 13:52:16 +0200 |
Neil Muller |
Cache tiling of the background
|
Sat, 07 Sep 2013 13:47:10 +0200 |
David Sharpe |
Merge.
|
Sat, 07 Sep 2013 13:39:10 +0200 |
davidsharpe |
Special relativistic gravities again.
|
Sat, 07 Sep 2013 13:34:38 +0200 |
davidsharpe |
Automated merge
|
Sat, 07 Sep 2013 13:34:19 +0200 |
davidsharpe |
Special relativistic gravities.
|
Sat, 07 Sep 2013 13:34:55 +0200 |
Simon Cross |
Increment by 5.
|
Sat, 07 Sep 2013 13:34:01 +0200 |
Neil Muller |
Safer color access
|
Sat, 07 Sep 2013 13:30:06 +0200 |
Simon Cross |
Actually snap to grid.
|
Sat, 07 Sep 2013 13:05:41 +0200 |
Neil Muller |
Tweak button layout
|
Sat, 07 Sep 2013 13:00:31 +0200 |
Neil Muller |
Tweak zoom button layout
|
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
|
Thu, 05 Sep 2013 23:56:25 +0200 |
Jeremy Thurgood |
Walls need WALL_COLLISION_TYPE.
|
Thu, 05 Sep 2013 23:55:42 +0200 |
Adrianna Pińska |
layer bugfix
|
Thu, 05 Sep 2013 23:50:36 +0200 |
Adrianna Pińska |
better eyestalk action
|
Thu, 05 Sep 2013 23:48:33 +0200 |
Simon Cross |
Outline of a story!
|
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 23:27:45 +0200 |
Adrianna Pińska |
a lever
|
Thu, 05 Sep 2013 23:26:13 +0200 |
Stefano Rivera |
Bullets that mostly die when they hit things
|
Thu, 05 Sep 2013 23:17:02 +0200 |
Jeremy Thurgood |
--no-music flag.
|
Thu, 05 Sep 2013 22:41:27 +0200 |
Stefano Rivera |
Faster bullet
|
Thu, 05 Sep 2013 17:13:29 +0200 |
David Fraser |
Avoid long lines
|
Thu, 05 Sep 2013 17:09:59 +0200 |
David Fraser |
Merge
|
Thu, 05 Sep 2013 16:41:02 +0200 |
David Fraser |
Merge branch
|
Thu, 05 Sep 2013 16:40:04 +0200 |
David Fraser |
Added requirements.txt and use it from setup.py
|
Thu, 05 Sep 2013 16:43:25 +0200 |
Jeremy Thurgood |
Collect gun (which currently looks like a bullet) to shoot.
|
Thu, 05 Sep 2013 16:34:17 +0200 |
Neil Muller |
Basic death
|
Thu, 05 Sep 2013 16:16:49 +0200 |
Stefano Rivera |
Those tabs were irritating me
|
Thu, 05 Sep 2013 16:15:37 +0200 |
Stefano Rivera |
Fire on Ctrl too (z isn't convenient on Dvorak)
|
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 14:12:55 +0200 |
Neil Muller |
Add current mode hints
|
Thu, 05 Sep 2013 13:47:22 +0200 |
Neil Muller |
Don't crash on empty walls
|
Thu, 05 Sep 2013 13:34:37 +0200 |
Neil Muller |
simple slow charging alien
|
Thu, 05 Sep 2013 13:15:31 +0200 |
Neil Muller |
Protagonist and enemies should see the world
|
Thu, 05 Sep 2013 13:09:14 +0200 |
Neil Muller |
Move protagonist to the world
|
Thu, 05 Sep 2013 12:04:14 +0200 |
Neil Muller |
Add a 'select object' with pop-up for easier editing
|
Thu, 05 Sep 2013 12:03:34 +0200 |
Neil Muller |
Add object returns for use in the level editor
|
Thu, 05 Sep 2013 10:52:41 +0200 |
Neil Muller |
Swap order of S frames, so U-turns aren't as freaky
|
Thu, 05 Sep 2013 01:16:40 +0200 |
Simon Cross |
Stop music when the level ends.
|
Thu, 05 Sep 2013 01:07:42 +0200 |
Simon Cross |
Sources for sounds.
|
Thu, 05 Sep 2013 00:54:48 +0200 |
Simon Cross |
First sound and music.
|
Thu, 05 Sep 2013 00:54:26 +0200 |
Simon Cross |
Add first draft of sound support.
|
Thu, 05 Sep 2013 00:53:57 +0200 |
Simon Cross |
Add generic tmp folder to hgignore.
|
Thu, 05 Sep 2013 00:48:42 +0200 |
Neil Muller |
The daily screenshot
|
Thu, 05 Sep 2013 00:41:42 +0200 |
David Sharpe |
Pep8
|
Thu, 05 Sep 2013 00:37:48 +0200 |
David Sharpe |
Correcting damage application
|
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 00:37:23 +0200 |
Neil Muller |
Better reporting of object errors. Fix incorrect assumption about ordering
|
Thu, 05 Sep 2013 00:36:30 +0200 |
Stefano Rivera |
(really rubbish) bullets
|
Thu, 05 Sep 2013 00:32:56 +0200 |
Adrianna Pińska |
note is now a terminal
|
Thu, 05 Sep 2013 00:18:37 +0200 |
Neil Muller |
Fix function signature
|
Thu, 05 Sep 2013 00:05:17 +0200 |
David Sharpe |
Added collision damage with enemies.
|
Thu, 05 Sep 2013 00:08:58 +0200 |
David Sharpe |
PEP8
|
Thu, 05 Sep 2013 00:06:37 +0200 |
Jeremy Thurgood |
Collision handlers get the protagonist.
|
Thu, 05 Sep 2013 00:05:03 +0200 |
Neil Muller |
Object editing
|
Thu, 05 Sep 2013 00:04:25 +0200 |
Adrianna Pińska |
door
|
Wed, 04 Sep 2013 23:53:45 +0200 |
Adrianna Pińska |
west-facing human
|
Wed, 04 Sep 2013 23:53:34 +0200 |
Stefano Rivera |
Save game state
|
Wed, 04 Sep 2013 23:46:06 +0200 |
Neil Muller |
Add framework of edit object dialog
|
Wed, 04 Sep 2013 23:42:09 +0200 |
Adrianna Pińska |
west-facing werewolf
|
Wed, 04 Sep 2013 23:05:44 +0200 |
David Sharpe |
Stuff.
|
Wed, 04 Sep 2013 22:48:47 +0200 |
David Sharpe |
More pep8
|
Wed, 04 Sep 2013 22:48:10 +0200 |
David Sharpe |
Pep8
|
Wed, 04 Sep 2013 22:46:29 +0200 |
David Sharpe |
Added health to protagonist.
|
Wed, 04 Sep 2013 22:26:36 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 22:26:15 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 22:25:54 +0200 |
David Sharpe |
Added health bar to main screen.
|
Wed, 04 Sep 2013 20:20:13 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 01:23:43 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 01:23:32 +0200 |
David Sharpe |
Updated TODOs
|
Wed, 04 Sep 2013 22:20:36 +0200 |
Neil Muller |
Can has delete objects
|
Wed, 04 Sep 2013 22:07:20 +0200 |
Neil Muller |
Add a world object to collect some stats
|
Wed, 04 Sep 2013 22:06:55 +0200 |
Neil Muller |
Add multiline widget
|
Wed, 04 Sep 2013 21:32:55 +0200 |
Neil Muller |
More work towards object editing
|
Wed, 04 Sep 2013 21:16:09 +0200 |
Neil Muller |
Add hints for the level editor
|
Wed, 04 Sep 2013 19:11:00 +0200 |
Adrianna Pińska |
north-facing human
|
Wed, 04 Sep 2013 19:09:02 +0200 |
Jeremy Thurgood |
Update TODO.txt.
|
Wed, 04 Sep 2013 18:55:57 +0200 |
Adrianna Pińska |
protagonist rename of doom
|
Wed, 04 Sep 2013 18:45:18 +0200 |
Stefano Rivera |
Avoid indirection in Makefile
|
Wed, 04 Sep 2013 18:41:06 +0200 |
Jeremy Thurgood |
Remove unused stuff.
|
Wed, 04 Sep 2013 18:40:00 +0200 |
Jeremy Thurgood |
Much better facing renderers.
|
Wed, 04 Sep 2013 18:37:43 +0200 |
Adrianna Pińska |
generated pngs for south-facing human
|
Wed, 04 Sep 2013 18:30:47 +0200 |
Adrianna Pińska |
human facing south
|
Wed, 04 Sep 2013 18:30:08 +0200 |
Stefano Rivera |
A stupid, simple menu
|
Wed, 04 Sep 2013 18:04:59 +0200 |
Neil Muller |
Display list of objects to edit / delete
|
Wed, 04 Sep 2013 17:25:26 +0200 |
Jeremy Thurgood |
Bulkheads are bits of wall you can walk through.
|
Wed, 04 Sep 2013 16:56:24 +0200 |
Neil Muller |
Always show objects in objects mode
|
Wed, 04 Sep 2013 16:53:24 +0200 |
Stefano Rivera |
Overlays belong in render
|
Wed, 04 Sep 2013 16:48:43 +0200 |
Jeremy Thurgood |
Fix embarrassing leftover underscore.
|
Wed, 04 Sep 2013 16:37:10 +0200 |
Neil Muller |
Add placeholder object mode menu
|
Wed, 04 Sep 2013 16:21:21 +0200 |
Jeremy Thurgood |
Less hacky rotation suppression.
|
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 01:14:49 +0200 |
Stefano Rivera |
Screenshot
|
Wed, 04 Sep 2013 00:17:50 +0200 |
Stefano Rivera |
Build PNGs
|
Wed, 04 Sep 2013 00:15:11 +0200 |
Adrianna Pińska |
werewolf facing north
|
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 23:58:57 +0200 |
Adrianna Pińska |
werewolf facing south
|
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 23:32:46 +0200 |
Neil Muller |
PEP8
|
Tue, 03 Sep 2013 23:31:54 +0200 |
Neil Muller |
Munge in interior wall drawing
|
Tue, 03 Sep 2013 23:14:48 +0200 |
Neil Muller |
Display interior walls and start working towards drawing them
|
Tue, 03 Sep 2013 23:29:15 +0200 |
Stefano Rivera |
And another puzzler for level-importing
|