Mercurial > skaapsteker
graph
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Immolation fox.Sat, 09 Apr 2011 13:04:25 +0200, by Simon Cross
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removed per-set decor tiles; created common set of decorative tiles; added some bamboo to roadSat, 09 Apr 2011 12:56:52 +0200, by Adrianna Pińska
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Collect haiku scrolls.Sat, 09 Apr 2011 12:55:38 +0200, by Jeremy Thurgood
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Rename ItemRepopulationEvent to AddSprite before repurposing it for fireballs.Sat, 09 Apr 2011 12:53:49 +0200, by Simon Cross
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Translucent dialogs.Sat, 09 Apr 2011 12:47:09 +0200, by Simon Cross
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Full set of tails for testing.Sat, 09 Apr 2011 12:33:11 +0200, by Simon Cross
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Hook up fire buttons to attack functions. Use correct check for tails. Add skeleton for projectiles.Sat, 09 Apr 2011 12:29:34 +0200, by Simon Cross
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Added aburage.Sat, 09 Apr 2011 12:15:19 +0200, by Jeremy Thurgood
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areas to find the oil and kindlingSat, 09 Apr 2011 12:13:53 +0200, by Adrianna Pińska
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Time based animation for npcs and monsters. Make oni attack fasterSat, 09 Apr 2011 12:06:19 +0200, by Neil Muller
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don't set position and level when creating a sprite just for the inventory imageSat, 09 Apr 2011 02:16:03 +0200, by Neil Muller
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Save npc state to world when a state transition occurs (fixes monk dialogue tree resetting bug).Sat, 09 Apr 2011 01:48:45 +0200, by Simon Cross
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more about tea bugSat, 09 Apr 2011 01:38:20 +0200, by Adrianna Pińska
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updated level status, plus tea-related bugsSat, 09 Apr 2011 01:34:26 +0200, by Adrianna Pińska
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Reset animation clock when starting attack animationSat, 09 Apr 2011 01:29:25 +0200, by Neil Muller
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Oni in fishmonger's houseSat, 09 Apr 2011 01:26:17 +0200, by Adrianna Pińska
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Add daily screenshot.Sat, 09 Apr 2011 01:24:16 +0200, by Simon Cross
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Streamline initial conversation with monk.Sat, 09 Apr 2011 01:10:26 +0200, by Simon Cross
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Hook up drawing tofu and scroll countsSat, 09 Apr 2011 01:08:55 +0200, by Neil Muller
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Mark conversation switching TODOs as done.Sat, 09 Apr 2011 01:03:37 +0200, by Simon Cross
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Add fox powers to TODO list.Sat, 09 Apr 2011 00:50:44 +0200, by Simon Cross
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Hook up kaneda and kumiko.Sat, 09 Apr 2011 00:49:54 +0200, by Simon Cross
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Refresh inventory image on all inventory changesSat, 09 Apr 2011 00:56:34 +0200, by Neil Muller
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Count scrolls as wellSat, 09 Apr 2011 00:30:18 +0200, by Neil Muller
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Draw tailsSat, 09 Apr 2011 00:29:03 +0200, by Neil Muller
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Make icon dir and small images for HUDSat, 09 Apr 2011 00:20:37 +0200, by Neil Muller
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Add placeholder tail imageSat, 09 Apr 2011 00:11:47 +0200, by Neil Muller
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Recreate inventory image on scene changesSat, 09 Apr 2011 00:04:35 +0200, by Neil Muller
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Add inventory drawingFri, 08 Apr 2011 23:29:24 +0200, by Neil Muller
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Add health barFri, 08 Apr 2011 23:02:50 +0200, by Neil Muller
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Add tofu colleced count to fox stateFri, 08 Apr 2011 22:36:12 +0200, by Neil Muller
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Hook up kaneda2 and tetsuo converstaion.Sat, 09 Apr 2011 00:38:53 +0200, by Simon Cross
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Conversations needs dummy start states for the responding party so that things can be kicked off directly.Sat, 09 Apr 2011 00:26:24 +0200, by Simon Cross
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Check whether the new state has text after a state change. If not, close the dialogue.Sat, 09 Apr 2011 00:20:11 +0200, by Simon Cross
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swapped misnamed mask and vase picturesSat, 09 Apr 2011 00:05:35 +0200, by Adrianna Pińska
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road with two convenient bottlenecksFri, 08 Apr 2011 23:56:23 +0200, by Adrianna Pińska
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Rename no-maks-broken.png (during the creation of the pyweek entry).Fri, 08 Apr 2011 23:58:02 +0200, by Simon Cross
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Link up hattori's and ichiro's conversation.Fri, 08 Apr 2011 23:51:20 +0200, by Simon Cross
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Start adding switch_to to ichiro.Fri, 08 Apr 2011 23:29:55 +0200, by Simon Cross
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Add TODO about having items fall to ground when dropped (or otherwise not end up in the air).Fri, 08 Apr 2011 23:29:37 +0200, by Simon Cross
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Add supporting for flicking between speaking NPCs.Fri, 08 Apr 2011 23:27:43 +0200, by Simon Cross
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Moar images!Fri, 08 Apr 2011 23:16:11 +0200, by anna
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Town now traversable in all directions. Let's not do that again. D:Fri, 08 Apr 2011 22:53:19 +0200, by Adrianna Pińska
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Fix fox-has-tea-for-monk state check.Fri, 08 Apr 2011 22:48:16 +0200, by Simon Cross
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Note which npcs need dialogue bouncing and add TODO for adding NPC name to text bubbles.Fri, 08 Apr 2011 22:36:48 +0200, by Simon Cross
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Hook up maneki, kaneda2 and the fishmonger who were hiding in limbo (i.e. not in game.json).Fri, 08 Apr 2011 22:36:03 +0200, by Simon Cross
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Ancient and honorable tea ceremony.Fri, 08 Apr 2011 22:29:49 +0200, by Jeremy Thurgood
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I think we're at the stage were a TODO list is starting to be useful.Fri, 08 Apr 2011 22:13:28 +0200, by Simon Cross
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Fill in remaining missions and make remaining npc state machines pass basic sanity tests.Fri, 08 Apr 2011 22:09:01 +0200, by Simon Cross
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Add missions.masks_destroyed.Fri, 08 Apr 2011 22:04:05 +0200, by Simon Cross
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Fix up possible inconsistencies in guard state machine fox shape handling by making liberal use of auto_next and splitting a state in two (one for the fox, one for the human).Fri, 08 Apr 2011 21:59:42 +0200, by Simon Cross
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Add support for auto_next_text to give the auto_next effect but with a different prompt.Fri, 08 Apr 2011 21:58:35 +0200, by Simon Cross
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Item dropping and swapping.Fri, 08 Apr 2011 21:58:48 +0200, by Jeremy Thurgood
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Add fox.shape (which can be 'fox', 'human' or 'human_with_fan') to game.json. Use fox.shape in state checks in guard.json.Fri, 08 Apr 2011 21:44:39 +0200, by Simon Cross
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Combine 'fox' and 'player' sections in game.json.Fri, 08 Apr 2011 21:23:00 +0200, by Simon Cross
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Add monk and kumiko missions to game.json and to monk and kumiko.Fri, 08 Apr 2011 21:17:30 +0200, by Simon Cross
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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