Tue, 05 Apr 2011 23:12:04 +0200 |
Neil Muller |
Move attacking image into directory structure for player loading
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Tue, 05 Apr 2011 22:51:06 +0200 |
Neil Muller |
Neaten identation
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Tue, 05 Apr 2011 22:51:14 +0200 |
Simon Cross |
Hook up bitmasked based collisions (mask caching may be unnecessary, please comment on whether this effects performance for you).
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Tue, 05 Apr 2011 22:43:09 +0200 |
anna |
many more sprites - characters and plot items
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Tue, 05 Apr 2011 22:18:26 +0200 |
Simon Cross |
Start of dialogue tree / NPC state machine support.
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Tue, 05 Apr 2011 21:25:44 +0200 |
Neil Muller |
Make enemies block by default, so we can jump off them
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Tue, 05 Apr 2011 20:17:08 +0200 |
Neil Muller |
Use midbottom, rather than bottomleft, when changing fox frames
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Tue, 05 Apr 2011 19:50:46 +0200 |
Jeremy Thurgood |
Centre camera one tile higher then the midbottom of the player, to avoid bouncing around due to animation size mismatches.
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Tue, 05 Apr 2011 17:35:14 +0200 |
Neil Muller |
Don't change image if it will introduce new collisions
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Tue, 05 Apr 2011 17:13:32 +0200 |
Neil Muller |
Clamp very slow horizontal motion
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Tue, 05 Apr 2011 17:05:13 +0200 |
Neil Muller |
Use bottomleft, so we stay above the floor as we change frames
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Tue, 05 Apr 2011 16:35:30 +0200 |
Neil Muller |
Use floor flag
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Tue, 05 Apr 2011 16:29:13 +0200 |
Neil Muller |
Base camera off player collide_rect, so facing changes don't cause camera jumps
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Tue, 05 Apr 2011 15:46:13 +0200 |
Neil Muller |
Buggy ground implementation. Make the world less bouncy
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Tue, 05 Apr 2011 15:00:31 +0200 |
Neil Muller |
Remove tail from standing kitsune sprite to reduce weird box size changing aritifacts
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