log

age author description
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Fri, 06 Sep 2013 23:59:49 +0200 Stefano Rivera Don't crash if we have an out of date saved state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