Mercurial > skaapsteker
graph
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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
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Multi-line textSun, 03 Apr 2011 20:59:05 +0200, by Stefano Rivera
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Trivial text rendering widgetSun, 03 Apr 2011 20:48:26 +0200, by Stefano Rivera
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Ignore vim swapfilesSun, 03 Apr 2011 20:48:11 +0200, by Stefano Rivera
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Enemies must fallSun, 03 Apr 2011 20:42:55 +0200, by Simon Cross
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Remove area keyword for pygame 1.8 compatabilitySun, 03 Apr 2011 20:33:43 +0200, by Neil Muller
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little maze levelSun, 03 Apr 2011 20:26:22 +0200, by Adrianna Pińska
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Re-factor drawing to blit to a clip rect in the One True Level Surface before blitting that to the screen.Sun, 03 Apr 2011 20:24:47 +0200, by Simon Cross
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Very basic world physics.Sun, 03 Apr 2011 20:24:17 +0200, by Simon Cross