Mercurial > skaapsteker
graph
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Poke the current state before checking to see if there is text in case the world has changed and it is time for the state machine to move on.Fri, 08 Apr 2011 20:58:12 +0200, by Simon Cross
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Hook up auto_next dialogue events.Fri, 08 Apr 2011 20:52:47 +0200, by Simon Cross
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Rename the void level to _limbo. Add teacupfull to _limbo. Change monk state change check to world.fox.item == 'teacupfull'.Fri, 08 Apr 2011 20:41:05 +0200, by Simon Cross
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placed things properly in marketFri, 08 Apr 2011 20:15:18 +0200, by Adrianna Pińska
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added doorways to debuggable level elementsFri, 08 Apr 2011 20:15:06 +0200, by Adrianna Pińska
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Enable testing of individual NPCs.Fri, 08 Apr 2011 20:11:45 +0200, by Simon Cross
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started editing marketFri, 08 Apr 2011 19:59:16 +0200, by Adrianna Pińska
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fixed level editorFri, 08 Apr 2011 19:59:05 +0200, by Adrianna Pińska
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repurposing level 2 and 3 (positions to be fixed)Fri, 08 Apr 2011 19:32:54 +0200, by Adrianna Pińska
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More level and scene change fixes.Fri, 08 Apr 2011 19:27:51 +0200, by Jeremy Thurgood
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fixed player start position and name of doorway in temple groundsFri, 08 Apr 2011 19:24:39 +0200, by Adrianna Pińska
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Merged changes, I hope.Fri, 08 Apr 2011 19:18:48 +0200, by Adrianna Pińska
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proper levelsFri, 08 Apr 2011 19:12:44 +0200, by Adrianna Pińska
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Hit "down" to interact with things.Fri, 08 Apr 2011 19:09:09 +0200, by Jeremy Thurgood
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Remove debugging printFri, 08 Apr 2011 17:32:50 +0200, by Neil Muller
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Only backout / move-off "solid" collisionsFri, 08 Apr 2011 17:26:06 +0200, by Neil Muller
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Fixed key sequence handling.Fri, 08 Apr 2011 17:13:25 +0200, by Jeremy Thurgood
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Make sprinting single use after double tapFri, 08 Apr 2011 15:56:37 +0200, by Neil Muller
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Avoid crash when key-down & key-up pairs are split across scenesFri, 08 Apr 2011 15:41:01 +0200, by Neil Muller
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Bump up horizontal terminal velocity so sprinting is interestingFri, 08 Apr 2011 15:34:20 +0200, by Neil Muller
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Add sprintingFri, 08 Apr 2011 15:34:02 +0200, by Neil Muller
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Add double-key tap supportFri, 08 Apr 2011 15:06:24 +0200, by Neil Muller
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Move between doorways. (Still with hacky collision limiting.)Fri, 08 Apr 2011 14:54:31 +0200, by Jeremy Thurgood
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Yelp when hitFri, 08 Apr 2011 11:47:33 +0200, by Neil Muller
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Factor out sound stuffFri, 08 Apr 2011 11:29:37 +0200, by Neil Muller
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Trial patch for dealing with unicode dict key issue on Windows.Fri, 08 Apr 2011 10:40:16 +0200, by Simon Cross
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Add daily screenshot.Fri, 08 Apr 2011 01:54:28 +0200, by Simon Cross
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Add background to make dialogue more readable.Fri, 08 Apr 2011 01:51:42 +0200, by Simon Cross
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Link up choices to dsm events.Fri, 08 Apr 2011 01:38:41 +0200, by Simon Cross
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Add support for selecting dialogue choices (and for moving TextChoice around the screen).Fri, 08 Apr 2011 01:36:44 +0200, by Simon Cross
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Remove debugging prints.Fri, 08 Apr 2011 00:59:35 +0200, by Simon Cross
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Render dialog on screen instead of printing to console.Fri, 08 Apr 2011 00:57:06 +0200, by Simon Cross
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Increase minimum time between interactions a bit.Fri, 08 Apr 2011 00:45:33 +0200, by Simon Cross
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Prefer downward moves if all things are equal to reduce 'holding oneself against the wall in mid-air' optionsFri, 08 Apr 2011 00:43:35 +0200, by Neil Muller
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Add missing file from previous commit.Fri, 08 Apr 2011 00:43:33 +0200, by Simon Cross
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More hooking up of interacting with NPCs.Fri, 08 Apr 2011 00:40:34 +0200, by Simon Cross
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Start hooking up NPC interactions.Thu, 07 Apr 2011 23:57:22 +0200, by Simon Cross
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Doors and stuff.Thu, 07 Apr 2011 22:20:58 +0200, by Jeremy Thurgood
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Some light cleanup.Thu, 07 Apr 2011 19:44:04 +0200, by Jeremy Thurgood
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Button widget for cutsceneThu, 07 Apr 2011 19:25:48 +0200, by Stefano Rivera
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Fix some npc-test and dialogue bugs.Thu, 07 Apr 2011 19:11:08 +0200, by Simon Cross
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tweakThu, 07 Apr 2011 18:51:59 +0200, by Adrianna Pińska
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Add minimal support for player deathThu, 07 Apr 2011 18:13:51 +0200, by Neil Muller
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Add support for background music tracksThu, 07 Apr 2011 16:42:54 +0200, by Neil Muller
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Add update force parameter, so we can transition out of attacking animations even if it introduce a new collisionThu, 07 Apr 2011 15:01:23 +0200, by Neil Muller
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Fix off-by-one errors in attack animation sequenceThu, 07 Apr 2011 14:58:16 +0200, by Neil Muller
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Rename dummy monsterThu, 07 Apr 2011 14:55:29 +0200, by Neil Muller
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Add facing support for attack animationsThu, 07 Apr 2011 14:51:05 +0200, by Neil Muller
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you only get one fishThu, 07 Apr 2011 14:50:17 +0200, by Adrianna Pińska
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Add vase to demonstrate item state testing in dialogues.Thu, 07 Apr 2011 14:39:50 +0200, by Simon Cross
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Hook up attack anaimation (needs facing support still)Thu, 07 Apr 2011 12:38:45 +0200, by Neil Muller
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Rename oni sprites to match loading codeThu, 07 Apr 2011 12:38:22 +0200, by Neil Muller
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Add testing of triggers and entry / exit functions.Thu, 07 Apr 2011 11:05:54 +0200, by Simon Cross
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Fix on_entry and on_exit handling.Thu, 07 Apr 2011 11:05:31 +0200, by Simon Cross
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proposed list of levelsThu, 07 Apr 2011 01:53:27 +0200, by Adrianna Pińska
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temple grounds levelThu, 07 Apr 2011 01:53:15 +0200, by Adrianna Pińska
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you can get several fish from the fishmongerThu, 07 Apr 2011 01:53:02 +0200, by Adrianna Pińska
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Add more screenshotsThu, 07 Apr 2011 01:35:36 +0200, by Neil Muller
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Remove debugging print.Thu, 07 Apr 2011 01:39:05 +0200, by Simon Cross
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Add --all option for testing NPCs and sprite creation.Thu, 07 Apr 2011 01:35:26 +0200, by Simon Cross
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Add back more NPCs.Thu, 07 Apr 2011 01:35:03 +0200, by Simon Cross
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Fix __iter__ for StateProxy.Thu, 07 Apr 2011 01:34:47 +0200, by Simon Cross
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Fix actor sprite a bit. Add evil kitsune sprite.Thu, 07 Apr 2011 01:34:26 +0200, by Simon Cross
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player needs a world argumentThu, 07 Apr 2011 01:24:54 +0200, by Adrianna Pińska
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Fix npc tester (again).Thu, 07 Apr 2011 01:15:47 +0200, by Simon Cross
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Fix merge.Thu, 07 Apr 2011 01:14:42 +0200, by Simon Cross
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Fix kitsune JSON.Thu, 07 Apr 2011 01:11:50 +0200, by Simon Cross
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screwed up merge fixThu, 07 Apr 2011 01:07:15 +0200, by Adrianna Pińska
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renamed first proper levelThu, 07 Apr 2011 01:02:36 +0200, by Adrianna Pińska
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Add explicit starting state to avoid it magically appearing later.Thu, 07 Apr 2011 00:59:08 +0200, by Simon Cross
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Add support for trigger world changes when entering and exiting dialog states.Thu, 07 Apr 2011 00:47:02 +0200, by Simon Cross
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boss fight dialogThu, 07 Apr 2011 00:38:47 +0200, by Adrianna Pińska
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Remove debugging pdb.Thu, 07 Apr 2011 00:36:29 +0200, by Simon Cross
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Attempt to animate NPCs a bit.Thu, 07 Apr 2011 00:32:25 +0200, by Simon Cross
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Remove setting of unused starting_tile_pos.Thu, 07 Apr 2011 00:31:53 +0200, by Simon Cross
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Remove old double debugging rect.Thu, 07 Apr 2011 00:31:25 +0200, by Simon Cross
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KILLhg statushg statusWed, 06 Apr 2011 23:48:09 +0200, by Neil Muller
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Basic item interaction.Wed, 06 Apr 2011 23:41:53 +0200, by Jeremy Thurgood
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Add start of player damageWed, 06 Apr 2011 23:23:48 +0200, by Neil Muller
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TETSUUUUUOOOOOOOOOOOOOOWed, 06 Apr 2011 23:21:29 +0200, by Adrianna Pińska
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Move fox properties to the worldWed, 06 Apr 2011 23:19:08 +0200, by Neil Muller
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Add support for Windows in data loading.Wed, 06 Apr 2011 23:03:34 +0200, by Simon Cross
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Make fire 1 do the attacking animationWed, 06 Apr 2011 22:49:25 +0200, by Neil Muller
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Add default health valuesWed, 06 Apr 2011 22:30:38 +0200, by Neil Muller
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Sprite refactoring stuff.Wed, 06 Apr 2011 22:42:35 +0200, by Jeremy Thurgood
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maneki and fishmongerWed, 06 Apr 2011 22:32:58 +0200, by Adrianna Pińska
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Fix bug in jump to tile top logicWed, 06 Apr 2011 22:26:17 +0200, by Neil Muller
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Remove debugging print.Wed, 06 Apr 2011 22:17:59 +0200, by Simon Cross
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syntax fix for accessing world propertiesWed, 06 Apr 2011 22:15:44 +0200, by Adrianna Pińska
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Hordes of NPCs.Wed, 06 Apr 2011 22:07:00 +0200, by Simon Cross
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Remove DummyWorld since npc-test now uses the real world.Wed, 06 Apr 2011 22:06:45 +0200, by Simon Cross
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Fix npc tester.Wed, 06 Apr 2011 22:04:19 +0200, by Simon Cross
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more realistic level 1Wed, 06 Apr 2011 21:54:54 +0200, by Adrianna Pińska
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Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.Wed, 06 Apr 2011 21:44:54 +0200, by Simon Cross
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Remove debugging printsWed, 06 Apr 2011 21:39:30 +0200, by Neil Muller
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Minor item changes.Wed, 06 Apr 2011 21:35:30 +0200, by Jeremy Thurgood
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Fix dialogue.Wed, 06 Apr 2011 21:19:26 +0200, by Simon Cross
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Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.Wed, 06 Apr 2011 21:14:26 +0200, by Simon Cross
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Hack'ish logic to move out of colliding with floors betterWed, 06 Apr 2011 21:02:38 +0200, by Neil Muller
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Repel fx from longstanding collisionsWed, 06 Apr 2011 20:50:00 +0200, by Neil Muller
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Use layers for floor checkWed, 06 Apr 2011 20:49:47 +0200, by Neil Muller
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actorWed, 06 Apr 2011 20:36:58 +0200, by Adrianna Pińska
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@#%$ trailing comma fixWed, 06 Apr 2011 20:34:45 +0200, by Adrianna Pińska
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Add text shadowWed, 06 Apr 2011 20:20:21 +0200, by Stefano Rivera
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Text: Actually unwrap in unwrappedWed, 06 Apr 2011 16:38:26 +0200, by Stefano Rivera
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kumiko and kanedaWed, 06 Apr 2011 20:22:28 +0200, by Adrianna Pińska
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SasukeWed, 06 Apr 2011 19:52:50 +0200, by Adrianna Pińska
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ichiro and hattori, plus stuff for querying npc state from the worldWed, 06 Apr 2011 19:39:46 +0200, by Adrianna Pińska
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Moving some (probably) misplaced sprites out of the way.Wed, 06 Apr 2011 19:47:12 +0200, by Jeremy Thurgood
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Tweak some constants to make player motion more comfortable.Wed, 06 Apr 2011 19:33:04 +0200, by Jeremy Thurgood
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Hack player.py to have platformer physicsWed, 06 Apr 2011 19:24:09 +0200, by Neil Muller
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Full game script and additional infoWed, 06 Apr 2011 17:33:02 +0200, by anna
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Slightly better enemy handling.Wed, 06 Apr 2011 12:28:06 +0200, by Jeremy Thurgood
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Press p to pause.Wed, 06 Apr 2011 11:52:03 +0200, by Simon Cross
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if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?Wed, 06 Apr 2011 01:35:20 +0200, by Simon Cross
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dialogue tree for temple guardWed, 06 Apr 2011 01:04:43 +0200, by Adrianna Pińska
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Replace scene .freeze and .thaw methods with .enter and .leave.Wed, 06 Apr 2011 00:49:16 +0200, by Simon Cross
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Replace key repeating with custom tracking of fast keys.Wed, 06 Apr 2011 00:41:19 +0200, by Simon Cross
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Screenshot for day 3Wed, 06 Apr 2011 00:41:50 +0200, by Stefano Rivera
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Twiddle player animation behaviourWed, 06 Apr 2011 00:03:03 +0200, by Neil Muller
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Set key repeating.Wed, 06 Apr 2011 00:19:33 +0200, by Simon Cross
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Rename ._game_state to game_state for consistency with engine and since everyone and their dog has access to it. :)Wed, 06 Apr 2011 00:09:56 +0200, by Simon Cross
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Remove unnecessary setting of _game_state in sub-class of Scene.Wed, 06 Apr 2011 00:01:59 +0200, by Simon Cross
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Better Item placement.Wed, 06 Apr 2011 00:02:41 +0200, by Jeremy Thurgood
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Fix items, and stop the tea from looking like a monk.Tue, 05 Apr 2011 23:35:55 +0200, by Jeremy Thurgood
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Neatean _check_mask a bit.Tue, 05 Apr 2011 23:29:26 +0200, by Simon Cross
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Don't stand in the air.Tue, 05 Apr 2011 23:18:54 +0200, by Simon Cross
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Fix typo in comment.Tue, 05 Apr 2011 23:18:02 +0200, by Simon Cross
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Load attacking imagesTue, 05 Apr 2011 23:14:48 +0200, by Neil Muller
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Move attacking image into directory structure for player loadingTue, 05 Apr 2011 23:12:04 +0200, by Neil Muller
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Neaten identationTue, 05 Apr 2011 22:51:06 +0200, by Neil Muller
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Hook up bitmasked based collisions (mask caching may be unnecessary, please comment on whether this effects performance for you).Tue, 05 Apr 2011 22:51:14 +0200, by Simon Cross
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many more sprites - characters and plot itemsTue, 05 Apr 2011 22:43:09 +0200, by anna
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Start of dialogue tree / NPC state machine support.Tue, 05 Apr 2011 22:18:26 +0200, by Simon Cross
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Make enemies block by default, so we can jump off themTue, 05 Apr 2011 21:25:44 +0200, by Neil Muller
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Use midbottom, rather than bottomleft, when changing fox framesTue, 05 Apr 2011 20:17:08 +0200, by Neil Muller
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Centre camera one tile higher then the midbottom of the player, to avoid bouncing around due to animation size mismatches.Tue, 05 Apr 2011 19:50:46 +0200, by Jeremy Thurgood
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Don't change image if it will introduce new collisionsTue, 05 Apr 2011 17:35:14 +0200, by Neil Muller
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Clamp very slow horizontal motionTue, 05 Apr 2011 17:13:32 +0200, by Neil Muller
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Use bottomleft, so we stay above the floor as we change framesTue, 05 Apr 2011 17:05:13 +0200, by Neil Muller
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Use floor flagTue, 05 Apr 2011 16:35:30 +0200, by Neil Muller
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Base camera off player collide_rect, so facing changes don't cause camera jumpsTue, 05 Apr 2011 16:29:13 +0200, by Neil Muller
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Buggy ground implementation. Make the world less bouncyTue, 05 Apr 2011 15:46:13 +0200, by Neil Muller
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Remove tail from standing kitsune sprite to reduce weird box size changing aritifactsTue, 05 Apr 2011 15:00:31 +0200, by Neil Muller
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Small screenshot for r76Tue, 05 Apr 2011 11:27:55 +0200, by Stefano Rivera
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Fix change-level-from-menu crash.Tue, 05 Apr 2011 10:54:11 +0200, by Jeremy Thurgood
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Update instructions for the playing the game (just a test commit from work really).Tue, 05 Apr 2011 10:41:32 +0200, by Simon Cross
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Move sources out of 'data' into top level 'sources' directoryTue, 05 Apr 2011 10:03:53 +0200, by Stefano Rivera
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Update README and LICENCETue, 05 Apr 2011 10:02:35 +0200, by Stefano Rivera
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Add DejaVu copyright noticeTue, 05 Apr 2011 09:58:06 +0200, by Stefano Rivera
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Simplistic text wrappingTue, 05 Apr 2011 00:50:42 +0200, by Stefano Rivera
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Ignore libreoffice lock filesTue, 05 Apr 2011 00:18:56 +0200, by Stefano Rivera
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Initial cutscene screenTue, 05 Apr 2011 00:06:07 +0200, by Stefano Rivera
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Pass engine to all Scene draw() methodsTue, 05 Apr 2011 00:04:30 +0200, by Stefano Rivera
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Add small copy of screenshot.Tue, 05 Apr 2011 00:43:16 +0200, by Simon Cross
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Fix game state-related level load crash.Tue, 05 Apr 2011 00:36:36 +0200, by Jeremy Thurgood
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Alternate tile shapes with embellishments; applied to red and blue; composer can generate only some setsTue, 05 Apr 2011 00:26:28 +0200, by Adrianna Pińska
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Daily screenshot (level one, commit 128).Tue, 05 Apr 2011 00:15:15 +0200, by Simon Cross
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Add friction. Remove old dirty sprite attributes.Tue, 05 Apr 2011 00:06:13 +0200, by Simon Cross
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Initial game state stuff.Tue, 05 Apr 2011 00:03:33 +0200, by Jeremy Thurgood
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Fix bug in FPS calculation. Phew -- we're still fast.Mon, 04 Apr 2011 23:38:03 +0200, by Simon Cross
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somewhat more playable level 3 and a level 5Mon, 04 Apr 2011 23:37:02 +0200, by Adrianna Pińska
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Replace custom clamping code with a call to .clamp_ip.Mon, 04 Apr 2011 23:19:34 +0200, by Simon Cross
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Add fps to gameMon, 04 Apr 2011 23:07:37 +0200, by Neil Muller
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Saner, buggier collision rectanglesMon, 04 Apr 2011 22:39:42 +0200, by Neil Muller
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Ramming speed, Mr Sulu\!Mon, 04 Apr 2011 22:37:59 +0200, by Simon Cross
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Animated running.Mon, 04 Apr 2011 22:11:33 +0200, by Simon Cross
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Display level3 and 4 on main menuMon, 04 Apr 2011 22:07:01 +0200, by Stefano Rivera
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Fix misclassified tiles.Mon, 04 Apr 2011 22:05:16 +0200, by Jeremy Thurgood
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Angry fruit salad debug boxes.Mon, 04 Apr 2011 22:02:52 +0200, by Jeremy Thurgood
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Hook up per-tick sprite animations.Mon, 04 Apr 2011 21:54:42 +0200, by Simon Cross
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Fix fox facingMon, 04 Apr 2011 21:45:59 +0200, by Neil Muller
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Remove debugging print.Mon, 04 Apr 2011 21:42:06 +0200, by Simon Cross
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Make fox rect a bit smaller as an experiment.Mon, 04 Apr 2011 21:37:57 +0200, by Simon Cross
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Reduce bouncing.Mon, 04 Apr 2011 21:37:41 +0200, by Simon Cross
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Hook up scrolling.Mon, 04 Apr 2011 21:37:31 +0200, by Simon Cross
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Use TextChoice data in menu screen (it's no longer hacked to death)Mon, 04 Apr 2011 21:34:04 +0200, by Stefano Rivera
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Add optional data to identify TextChoice optionsMon, 04 Apr 2011 21:30:39 +0200, by Stefano Rivera
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Geishas, oni, monk and kitsune attackingMon, 04 Apr 2011 21:31:53 +0200, by anna
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created xcf with tile shapes and Olli's backgrounds; wrote xcf2png script to generate tiles; switched levels to real tilesetsMon, 04 Apr 2011 21:27:17 +0200, by Adrianna Pińska
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Dvorak supportMon, 04 Apr 2011 21:14:48 +0200, by Stefano Rivera
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Global options in skaapsteker.__init__Mon, 04 Apr 2011 21:05:33 +0200, by Stefano Rivera
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Hack in resume game optionMon, 04 Apr 2011 20:53:45 +0200, by Neil Muller
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Run kitsune, run! And by the running of the kitsune gravity is restored to normal.Mon, 04 Apr 2011 20:46:44 +0200, by Simon Cross
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Link up key presses to calls to action functions on player and to quitting level.Mon, 04 Apr 2011 20:23:14 +0200, by Simon Cross
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Add ? object-placement-help tilesMon, 04 Apr 2011 19:34:20 +0200, by Stefano Rivera
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Have monsters also collide with players as an interim solution while I relax, eat dinner and think about the best way to use the new collision layers.Mon, 04 Apr 2011 19:20:05 +0200, by Simon Cross
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Move sprite one-level up so that it is standing on the floor rather than in the floor.Mon, 04 Apr 2011 19:05:12 +0200, by Simon Cross
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Remove a debugging print.Mon, 04 Apr 2011 19:04:37 +0200, by Simon Cross
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Shiny new collision detection. Read code for usage information.Mon, 04 Apr 2011 18:45:48 +0200, by Simon Cross
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Add ignore for mac resource fork filesMon, 04 Apr 2011 17:38:48 +0200, by Neil Muller
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Remove apple resource files.Mon, 04 Apr 2011 17:34:00 +0200, by Neil Muller
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Add defaults for player info in level loadMon, 04 Apr 2011 17:22:47 +0200, by Neil Muller
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Add player dict to remaining levelsMon, 04 Apr 2011 17:22:31 +0200, by Neil Muller
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Add Player to level-editor, so it can use Level againMon, 04 Apr 2011 17:17:07 +0200, by Stefano Rivera
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Tweak to demonstrate right facingMon, 04 Apr 2011 17:12:30 +0200, by Neil Muller
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Add forgetten player.pyMon, 04 Apr 2011 17:12:15 +0200, by Neil Muller
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Add placeholder images, so mecurial will track these directoriesMon, 04 Apr 2011 16:52:03 +0200, by Neil Muller
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Rough outline of a player object, completely with statuesque flying foxMon, 04 Apr 2011 16:45:11 +0200, by Neil Muller
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Add player start positions to some levelsMon, 04 Apr 2011 16:44:13 +0200, by Neil Muller
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Move kitsune standing png to same structure as other imagesMon, 04 Apr 2011 16:18:05 +0200, by Neil Muller
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Avoived?!Mon, 04 Apr 2011 14:34:04 +0200, by Adrianna Pińska
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Exclude scenery sprites from collision detection.Mon, 04 Apr 2011 14:01:49 +0200, by Jeremy Thurgood
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Correct physics comments - units are now pixel based, not metresMon, 04 Apr 2011 13:27:09 +0200, by Neil Muller
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rect.copy() is a pygame 1.9 addition. Work around this.Mon, 04 Apr 2011 12:10:05 +0200, by Neil Muller
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Story script (unfinished) and list of game elementsMon, 04 Apr 2011 07:25:27 +0200, by anna
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Scenery does not collide.Mon, 04 Apr 2011 01:23:28 +0200, by Jeremy Thurgood
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Simple menu screen and TextChoice widgetMon, 04 Apr 2011 00:46:13 +0200, by Stefano Rivera
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Fix bouncing and tweak universal constants to show it off.Mon, 04 Apr 2011 00:42:33 +0200, by Simon Cross
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ScreenshotMon, 04 Apr 2011 00:14:02 +0200, by Stefano Rivera
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bonsai has legsSun, 03 Apr 2011 23:52:58 +0200, by Adrianna Pińska
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Enemies in level editor, tile layers.Sun, 03 Apr 2011 23:51:09 +0200, by Jeremy Thurgood
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prettier level 2Sun, 03 Apr 2011 23:45:16 +0200, by Adrianna Pińska
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prettier level 2Sun, 03 Apr 2011 23:37:47 +0200, by Adrianna Pińska
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prettier level 3Sun, 03 Apr 2011 23:35:41 +0200, by Adrianna Pińska
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fugly bonsaiSun, 03 Apr 2011 23:30:26 +0200, by Adrianna Pińska
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better cornerSun, 03 Apr 2011 23:26:03 +0200, by Adrianna Pińska
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FPS counter and tile sprite layering.Sun, 03 Apr 2011 23:25:48 +0200, by Jeremy Thurgood
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Implement bounce factor.Sun, 03 Apr 2011 23:05:17 +0200, by Simon Cross
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better floorSun, 03 Apr 2011 22:59:09 +0200, by Adrianna Pińska
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Bouncing.Sun, 03 Apr 2011 22:56:47 +0200, by Simon Cross
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Some tile parameters.Sun, 03 Apr 2011 22:46:25 +0200, by Jeremy Thurgood
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remove SRCALPHA flag for performance reasonsSun, 03 Apr 2011 22:38:10 +0200, by Neil Muller
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moar tileSun, 03 Apr 2011 22:33:22 +0200, by Adrianna Pińska
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Actually link bg 1 & 2 to level1 and level2Sun, 03 Apr 2011 22:32:04 +0200, by Stefano Rivera
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Resize backgrounds, link to level1Sun, 03 Apr 2011 22:29:12 +0200, by Stefano Rivera
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Backgrounds addedSun, 03 Apr 2011 22:10:22 +0200, by anna
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Add Layers constants. Set Monsters to player's layer by defaultSun, 03 Apr 2011 22:02:19 +0200, by Neil Muller
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Add convert_alpha to load_imageSun, 03 Apr 2011 21:41:43 +0200, by Neil Muller
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Change back to plain layered updater since everything is dirty all the time. Remove collision print since collisions appear to work.Sun, 03 Apr 2011 21:40:30 +0200, by Simon Cross
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Rename scene option to level.Sun, 03 Apr 2011 21:33:34 +0200, by Simon Cross
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some betterer tiles, plus no blank tileSun, 03 Apr 2011 21:34:56 +0200, by Adrianna Pińska
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FPSSun, 03 Apr 2011 21:33:32 +0200, by Stefano Rivera
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Add debugging rectangles.Sun, 03 Apr 2011 21:32:04 +0200, by Simon Cross
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Multiple layered backgrounds.Sun, 03 Apr 2011 21:25:43 +0200, by Jeremy Thurgood
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Switch to dirty sprites and layered dirty rendering groups in the hopes that it will provide access to speed-ups later on.Sun, 03 Apr 2011 21:25:34 +0200, by Simon Cross
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Initial stab at detecting collisions.Sun, 03 Apr 2011 21:18:31 +0200, by Simon Cross
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Front dummy backgroundSun, 03 Apr 2011 21:12:34 +0200, by Stefano Rivera
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Actually add dummy sprite image.Sun, 03 Apr 2011 21:02:16 +0200, by Jeremy Thurgood
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Better dummy monster.Sun, 03 Apr 2011 21:01:45 +0200, by Jeremy Thurgood