Fri, 08 Apr 2011 22:04:05 +0200 |
Simon Cross |
Add missions.masks_destroyed.
|
Fri, 08 Apr 2011 21:59:42 +0200 |
Simon Cross |
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 21:58:35 +0200 |
Simon Cross |
Add support for auto_next_text to give the auto_next effect but with a different prompt.
|
Fri, 08 Apr 2011 21:58:48 +0200 |
Jeremy Thurgood |
Item dropping and swapping.
|
Fri, 08 Apr 2011 21:44:39 +0200 |
Simon Cross |
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 21:23:00 +0200 |
Simon Cross |
Combine 'fox' and 'player' sections in game.json.
|
Fri, 08 Apr 2011 21:17:30 +0200 |
Simon Cross |
Add monk and kumiko missions to game.json and to monk and kumiko.
|
Fri, 08 Apr 2011 20:58:12 +0200 |
Simon Cross |
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 20:52:47 +0200 |
Simon Cross |
Hook up auto_next dialogue events.
|
Fri, 08 Apr 2011 20:41:05 +0200 |
Simon Cross |
Rename the void level to _limbo. Add teacupfull to _limbo. Change monk state change check to world.fox.item == 'teacupfull'.
|
Fri, 08 Apr 2011 20:15:18 +0200 |
Adrianna Pińska |
placed things properly in market
|
Fri, 08 Apr 2011 20:15:06 +0200 |
Adrianna Pińska |
added doorways to debuggable level elements
|
Fri, 08 Apr 2011 20:11:45 +0200 |
Simon Cross |
Enable testing of individual NPCs.
|
Fri, 08 Apr 2011 19:59:16 +0200 |
Adrianna Pińska |
started editing market
|
Fri, 08 Apr 2011 19:59:05 +0200 |
Adrianna Pińska |
fixed level editor
|
Fri, 08 Apr 2011 19:32:54 +0200 |
Adrianna Pińska |
repurposing level 2 and 3 (positions to be fixed)
|
Fri, 08 Apr 2011 19:27:51 +0200 |
Jeremy Thurgood |
More level and scene change fixes.
|
Fri, 08 Apr 2011 19:24:39 +0200 |
Adrianna Pińska |
fixed player start position and name of doorway in temple grounds
|
Fri, 08 Apr 2011 19:18:48 +0200 |
Adrianna Pińska |
Merged changes, I hope.
|
Fri, 08 Apr 2011 19:12:44 +0200 |
Adrianna Pińska |
proper levels
|
Fri, 08 Apr 2011 19:09:09 +0200 |
Jeremy Thurgood |
Hit "down" to interact with things.
|
Fri, 08 Apr 2011 17:32:50 +0200 |
Neil Muller |
Remove debugging print
|
Fri, 08 Apr 2011 17:26:06 +0200 |
Neil Muller |
Only backout / move-off "solid" collisions
|
Fri, 08 Apr 2011 17:13:25 +0200 |
Jeremy Thurgood |
Fixed key sequence handling.
|
Fri, 08 Apr 2011 15:56:37 +0200 |
Neil Muller |
Make sprinting single use after double tap
|
Fri, 08 Apr 2011 15:41:01 +0200 |
Neil Muller |
Avoid crash when key-down & key-up pairs are split across scenes
|
Fri, 08 Apr 2011 15:34:20 +0200 |
Neil Muller |
Bump up horizontal terminal velocity so sprinting is interesting
|
Fri, 08 Apr 2011 15:34:02 +0200 |
Neil Muller |
Add sprinting
|
Fri, 08 Apr 2011 15:06:24 +0200 |
Neil Muller |
Add double-key tap support
|
Fri, 08 Apr 2011 14:54:31 +0200 |
Jeremy Thurgood |
Move between doorways. (Still with hacky collision limiting.)
|