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