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@401:f7ee43c0e5c9
|
7 years |
drnlmuller |
Animated acid
|
|
|
@400:4523b1ff17ae
|
7 years |
drnlmuller |
Hack together tile animation
|
|
|
@399:a7d48819a711
|
7 years |
stefano |
Reselt world on death
|
|
|
@398:e36e6101b766
|
7 years |
stefano |
Restarting the level restores health
|
|
|
@397:a08965437df2
|
7 years |
drnlmuller |
Fold long text messages somewhat
|
|
|
@396:b3df20c76afd
|
7 years |
drnlmuller |
Pass layout hint to overlays
|
|
|
@395:450081926426
|
7 years |
drnlmuller |
Better MultiLineWidget?
|
|
|
@394:76f053cf2322
|
7 years |
stefano |
Use Result instead of ClawEvent?
|
|
|
@393:8d961e05b7b6
|
7 years |
stefano |
Use Result to handle firing
|
|
|
@391:866cdc74b26a
|
7 years |
stefano |
Use Result to handle enemy death (but keep the event for accounting …
|
|
|
@390:52c94435e38b
|
7 years |
firxen |
Goodbye foul locked_door!
|
|
|
@388:8a65fd894f73
|
7 years |
drnlmuller |
remove unneeded fill
|
|
|
@387:ca89d566f9ef
|
7 years |
drnlmuller |
Drop unused alpha bit from tile_surface helper
|
|
|
@386:6daf48763bc0
|
7 years |
stefano |
Don't crash if we have an out of date saved state
|
|
|
@385:51deb78cae52
|
7 years |
stefano |
Use a result object to get new drawables back to the area
|
|
|
@384:9efc1ab833c8
|
7 years |
firxen |
Fix positioning and debug print.
|
|
|
@382:70f6917cad07
|
7 years |
firxen |
Some notes.
|
|
|
@380:a106d7e1415b
|
7 years |
stefano |
Colons are allowed in strings
|
|
|
@379:e2cebabf87e8
|
7 years |
stefano |
Collected collectables stay collected
|
|
|
@378:8069c9be1c3e
|
7 years |
stefano |
Create a nagslang.collectable module for collectables
|
|
|
@377:4eb7f5dffa59
|
7 years |
adrianna.pinska |
new acid and moonlight art
|
|
|
@375:83c29d0a0b9c
|
7 years |
stefano |
Count deaths
|
|
|
@374:150332d6c1fb
|
7 years |
stefano |
Move the inventory to world, to slightly reduce overall hackyness
|
|
|
@373:8c7c5db5f0d3
|
7 years |
stefano |
Change the flavour of magic in World
|
|
|
@372:024304f6d068
|
7 years |
firxen |
Use timers for enemy ballistics cooldown.
|
|
|
@371:21c1c329f8e3
|
7 years |
firxen |
Automatic weapons.
|
|
|
@370:b5a0081f5784
|
7 years |
stefano |
Make the inventory a set
|
|
|
@368:57895217bd74
|
7 years |
drnlmuller |
Start refactoring alien movement
|
|
|
@367:ea315cdf286d
|
7 years |
stefano |
Enemy ranged attacks do damage
|
|
|
@366:9898fa231c4b
|
7 years |
stefano |
Move ranged attack code to Enemy. Don't shoot through solid objects
|
|
|
@365:3aa3981a64a4
|
7 years |
firxen |
More sensible health bar positioning.
|
|
|
@364:72a91d64c088
|
7 years |
firxen |
Keycard doors.
|
|
|
@363:3dd08e18580f
|
7 years |
stefano |
Acid attacks shoot things that look like acid
|
|
|
@362:d0aeb893967d
|
7 years |
drnlmuller |
Transparent moonlight
|
|
|
@361:534eac55a178
|
7 years |
stefano |
ChargingEnemy? spits acid
|
|
|
@359:d42752ab3231
|
7 years |
firxen |
Refactor doors and add horrible temporoary image for someone to fix later.
|
|
|
@358:911547a1c378
|
7 years |
stefano |
Kill dead speed limits
|
|
|
@357:d2c7e17299a7
|
7 years |
firxen |
Moonlight tiles force wolf form.
|
|
|
@356:582a96e5fdac
|
7 years |
David Sharpe |
Tweaks to the claw attack.
|
|
|
@354:55752fc7b753
|
7 years |
drnlmuller |
Add convex requirement to hint
|
|
|
@353:b67ea65dae2b
|
7 years |
drnlmuller |
Faster tiled renderer
|
|
|
@351:50fce787ae17
|
7 years |
drnlmuller |
Hostile terrian objects
|
|
|
@349:c4285f19894c
|
7 years |
drnlmuller |
Add a tiled renderer
|
|
|
@348:f0e8970ab804
|
7 years |
drnlmuller |
Split out tiling into utility function
|
|
|
@347:dced49dd9864
|
7 years |
firxen |
Health bar transparency.
|
|
|
@346:282113d86d75
|
7 years |
firxen |
Save door and lever state.
|
|
|
@345:4708e86a9a3c
|
7 years |
stefano |
Remember start position on a level (a bit hacky)
|
|
|
@344:1d73867becbe
|
7 years |
stefano |
Allow tuples in dicts
|
|
|
@343:e5f525c87eb9
|
7 years |
drnlmuller |
Robustness fix
|
|
|
@342:11febdb72296
|
7 years |
stefano |
Resume from the previous level
|
|
|
@341:63d0c70a4e15
|
7 years |
firxen |
Enemies can hurt things again. (Oops.)
|
|
|
@340:eb24e74df4c3
|
7 years |
firxen |
Less violent werewolf health colour.
|
|
|
@339:9137e792307b
|
7 years |
firxen |
Use constants for health.
|
|
|
@338:0da3d9af277f
|
7 years |
firxen |
Better change sequence.
|
|
|
@337:004e3dd38336
|
7 years |
drnlmuller |
Re-enable no-sound option
|
|
|
@336:1d487646a4d4
|
7 years |
firxen |
Better key handling, form change delay.
|
|
|
@335:78b805549b4e
|
7 years |
firxen |
More interesting claw attack.
|
|
|
@334:a3f1b2f0e3fb
|
7 years |
firxen |
Physics-related cleanup.
|
|
|
@333:3dd32686dbc3
|
7 years |
firxen |
Better wolf claw attack.
|
|
|
@332:ffefb93127c5
|
7 years |
adrianna.pinska |
laser gun
|
|
|
@331:5030ef2718ae
|
7 years |
hodgestar |
Fix claw attack rendering a bit.
|
|
|
@328:14339d2d46bc
|
7 years |
drnlmuller |
Only add objects with actual puzzlers to the glue
|
|
|
@325:52b5a822be26
|
7 years |
hodgestar |
Load first level on play start.
|
|
|
@322:a4e93b1086b8
|
7 years |
hodgestar |
Load all levels.
|
|
|
@321:0d7885e2f063
|
7 years |
hodgestar |
Add means for listing levels and areas.
|
|
|
@319:01e98732de46
|
7 years |
stefano |
Open bulkheads are no longer opaque to furniture
|
|
|
@318:26d1978fa1da
|
7 years |
stefano |
BOX is no longer accurate
|
|
|
@317:a5fe5a69689d
|
7 years |
stefano |
Actually use the base tile specified in the level
|
|
|
@313:768e1d06155f
|
7 years |
David Sharpe |
PEP8
|
|
|
@312:72aca01c87ed
|
7 years |
David Sharpe |
Basic claw attack, stealing liberally from other people's code! ;)
|
|
|
@310:fa408430a174
|
7 years |
stefano |
Now *both* types of enemies die
|
|
|
@309:2b0494b3ce6a
|
7 years |
firxen |
Werewolf form heals every second.
|
|
|
@308:3dee86b6c216
|
7 years |
stefano |
Enemies leave corpses
|
|
|
@307:c2bbb1e70d6f
|
7 years |
drnlmuller |
Rename animate to update and pass seconds, for future fun
|
|
|
@305:ce11e1cae0ed
|
7 years |
stefano |
Enemies now die
|
|
|
@303:24bd56bd17bd
|
7 years |
drnlmuller |
Fix timing issues
|
|
|
@302:a0a471ad2ee8
|
7 years |
stefano |
Pass bullet hits through to the target
|
|
|
@301:893f148a2f13
|
7 years |
firxen |
Walls need WALL_COLLISION_TYPE.
|
|
|
@297:b00ed05f7364
|
7 years |
stefano |
Create a tuple of bullet position, so we don't just hold a reference …
|
|
|
@296:eb08426a58fe
|
7 years |
firxen |
Levers look like levers.
|
|
|
@295:b398b0bc3f17
|
7 years |
stefano |
Bullets don't collide with sensors
|
|
|
@293:47226c661ae2
|
7 years |
stefano |
Bullets that mostly die when they hit things
|
|
|
@292:7b121ed73b95
|
7 years |
firxen |
--no-music flag.
|
|
|
@291:c0e563fdfd90
|
7 years |
stefano |
Faster bullet
|
|
|
@286:248b8fdb160c
|
7 years |
firxen |
Collect gun (which currently looks like a bullet) to shoot.
|
|
|
@285:ef4f6375c0b5
|
7 years |
drnlmuller |
Basic death
|
|
|
@283:1dd05d03ad21
|
7 years |
stefano |
Fire on Ctrl too (z isn't convenient on Dvorak)
|
|
|
@282:9d186b897d82
|
7 years |
firxen |
Toggle switch, sans art.
|
|
|
@281:9b56e954c674
|
7 years |
firxen |
Protagonist actions, now required for operating doors.
|
|
|
@279:9f68e22c1e58
|
7 years |
drnlmuller |
Don't crash on empty walls
|
|
|
@278:e72025e9aa07
|
7 years |
drnlmuller |
simple slow charging alien
|
|
|
@277:56e42c00da25
|
7 years |
drnlmuller |
Protagonist and enemies should see the world
|
|
|
@276:3153196517fc
|
7 years |
drnlmuller |
Move protagonist to the world
|
|
|
@274:988cf7c8b402
|
7 years |
drnlmuller |
Add object returns for use in the level editor
|
|
|
@272:933c2f9371ca
|
7 years |
hodgestar |
Stop music when the level ends.
|
|
|
@269:9fcdb106424a
|
7 years |
hodgestar |
Add first draft of sound support.
|
|
|
@266:9d05f0c4bca3
|
7 years |
David Sharpe |
Pep8
|
|
|
@265:8a695b8ecd6c
|
7 years |
David Sharpe |
Correcting damage application
|
|
|
@264:c1d862334e3d
|
7 years |
drnlmuller |
PEP8
|
|
|
@263:6c554ce627e3
|
7 years |
drnlmuller |
Add angle to doors
|
|
|