Shoot Everything Ever

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50 most recent check-ins

2016-04-12
19:03
Added an image of the colors of each of the tiles (for minimap generation) and modified the map_test module to use it, and to play nice with the main game. Leaf check-in: 92007aed48 user: andy tags: trunk
18:42
Large test map, to accomodate testing of chunk generation. check-in: 098e955cd0 user: andy tags: trunk
18:42
Made the map tidy() function preserve the tile color. check-in: 8e111dd374 user: andy tags: trunk
18:41
Minor tweaks. check-in: 9825da141b user: andy tags: trunk
18:41
Added a few variations on the random functions. check-in: b580a1cc4e user: andy tags: trunk
18:40
More complete cave generation is now working (and tested in the main game). check-in: 6b5130b67a user: andy tags: trunk
18:38
Added ATTACH_* classifications, for decorations that should be attached to neighboring tiles. check-in: 090f6811f0 user: andy tags: trunk
2016-04-11
23:52
Added 'sparkle' sprites for money and XP. check-in: 597697fda3 user: andy tags: trunk
18:34
Fixed ImageMagick problems with the GIF-to-spritesheet conversion script. check-in: d909b5520d user: andy tags: trunk
18:34
Added a XP orb sprite. check-in: f5aca8c8b7 user: andy tags: trunk
16:56
Removed a few more execute bits on images. check-in: cce8c4356f user: andy tags: trunk
16:56
Added a script to convert animated GIFs to PNG spritesheets. check-in: 61cf859e0c user: andy tags: trunk
16:55
Removed spurious execute bit on images. How did that get set? check-in: d0cf8afff2 user: andy tags: trunk
15:48
Added "broken" versions of the vertical column tiles, updated tile atlas and classifier to reflect the changes. check-in: 241c29d8e5 user: andy tags: trunk
04:09
Added the possibility for caves to randomly take a sharp turn, and also to occasionally have "chambers". check-in: 62c5c1db87 user: andy tags: trunk
04:08
Added a few variations to the table-based RNG, using a range. check-in: f753fc18a1 user: andy tags: trunk
00:52
Changed the default air tile to 399 (so that we can use 32 and the corresponding other tiles in the colored group for something sensible). Added a blue chest, updated classifications for the changes. check-in: 1f9a24b833 user: andy tags: trunk
2016-04-09
00:01
Preliminary chunk generation code, include some attempts at making caves. check-in: 69da6950eb user: andy tags: trunk
2016-04-08
16:00
Added "chunks" module to handle chunk generation (for the forthcoming chunk-based map generator). check-in: ac575a0c98 user: andy tags: trunk
15:49
Tweaked bomb-throwing code: now you can press DOWN while jumping to throw it straight down. check-in: f0f7403f89 user: andy tags: trunk
15:49
Added the background tileset, fixed map drawing code to use it. check-in: 54b6e18d79 user: andy tags: trunk
15:48
Added missing alpha channel to the background tileset. check-in: 15f76fc2bc user: andy tags: trunk
15:39
Finished removing the COLLIDE_* flags. SOLID is now used everywhere (i.e., every solid tile is solid on all sides). check-in: 56071afc64 user: andy tags: trunk
15:39
Fixed tile classification for the new tiles/rearranged tile set. check-in: fc34548400 user: andy tags: trunk
15:02
Removed the COLLIDE_* flags from the classifier, as the collision system didn't use them and wasn't likely to in the future. check-in: 4cf405ffea user: andy tags: trunk
14:46
Updated the tile atlas images with the new tiles. check-in: 13a5808d28 user: andy tags: trunk
01:23
Removed unused tiles, added a large block in each color, added white variants of all the standard tiles. check-in: b676aa13c9 user: andy tags: trunk
00:48
Split background imagery into its own tileset. check-in: 58cb43ffe8 user: andy tags: trunk
00:40
Made the tile attributes/classifier test utility use the actual classifier module (via hard link to see). check-in: a5b8f4b71a user: andy tags: trunk
00:38
Adjusted the player sprite's bounding box. check-in: e4403fdb1e user: andy tags: trunk
00:38
Split the tile classifier into its own file. check-in: 661032d830 user: andy tags: trunk
00:31
Made the tile utilties use links to the actual tileset, rather than copies of it. check-in: 3ef24e205d user: andy tags: trunk
00:29
map_test: Re-added the hard link, since Fossil 1.34 doesn't (yet) support symlinks? check-in: f6a905cb5c user: andy tags: trunk
00:24
map_test: Changed hard link to a symlink, added some extra stuff. check-in: 6656c57f2d user: andy tags: trunk
2016-04-07
23:59
Added the rand.pde module from the main game to the map test. Note that this is just a link, so we'll see how Fossil likes it... check-in: 45f5de3cee user: andy tags: trunk
23:55
Added a map_test project, to test various map generation methods. check-in: 8d032e3014 user: andy tags: trunk
23:55
Added an option to use the random table as a traditional RNG (without an index argument). check-in: 684a068940 user: andy tags: trunk
22:47
Minor changes to tilemap code. check-in: 3378b45219 user: andy tags: trunk
22:46
Added a couple of shortcut/factory functions for creating common simple sprites (explosions, debris, etc.). check-in: 4fe59a677d user: andy tags: trunk
22:44
Redid player movement so that it is more predictable and controllable. check-in: 1cf5485216 user: andy tags: trunk
22:43
Added some random sources based on a pre-generated table. check-in: 37e1d2eb1e user: andy tags: trunk
22:43
Added a utility function to get the current time in ms. check-in: a208123f8a user: andy tags: trunk
22:42
Implemented working version of the tile collision code. I haven't seen this version fail yet. The trick was, when adjusting the object's position after a collision, to not use the accumulated displacement (which is subject to rounding errors) but rather to use the row/column that was collided with and compute the new position directly. check-in: 8ea9077593 user: andy tags: trunk
2016-04-06
23:59
An early version of projection is written. It doesn't handle corner collisions well (it sees the entire box containing the corner as the collider and tries to push the object completely out of it). check-in: 14c5ac3092 user: andy tags: trunk
21:41
Added a couple of timing functions, for scheduling one-time and repeating events. check-in: dc7b0a19f1 user: andy tags: trunk
21:41
Minor tweak to player's animation framerate. check-in: b37ec50c67 user: andy tags: trunk
19:12
Added a die() method to entities, called just before they are removed from the list of active entities. Gives them a change to spawn an explosion or whatever. check-in: ab6b01992a user: andy tags: trunk
19:11
Fixed some bugs in the collision test code. check-in: d262ee8d50 user: andy tags: trunk
16:12
Fixed a physics bug where velocities that were mulitples of 0.03 would never collide with anything. check-in: 8a5f3e51c0 user: andy tags: trunk
04:30
Tweaked the terrain explosion code, and fixed a number of other things related to tile masking and flags. check-in: e07d086477 user: andy tags: trunk