minjaesong
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38c847443c
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trying to get smooth delta (because fuck you GDX)
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2019-01-20 20:13:56 +09:00 |
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minjaesong
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b4d97fc42e
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issue #16: jump height is "close enough", friction and walk/stop needs fix
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2019-01-20 07:03:23 +09:00 |
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minjaesong
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fc26f9af52
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the simplest case of noclip=true
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2019-01-20 06:43:59 +09:00 |
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minjaesong
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677cbd934a
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reverting changes on ActorWBMovable: gotta make new branch
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2019-01-20 06:39:01 +09:00 |
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minjaesong
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5786b843e4
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removing default batch on blendxxx() funs
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2019-01-20 03:09:23 +09:00 |
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minjaesong
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9ca078687f
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issue #16: walking fixed, jump not
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2019-01-19 16:44:59 +09:00 |
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minjaesong
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971f7d4a40
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on-the-fly sprite assembly WIP
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2019-01-19 04:34:50 +09:00 |
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minjaesong
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4c89c1d4c5
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spriteassembler: oob bodyparts will clip, as they should be
...to hide unwanted bodyparts in the skeleton
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2019-01-18 18:59:05 +09:00 |
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minjaesong
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42812b8186
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parallel light always does this random noise
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2019-01-18 04:24:14 +09:00 |
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minjaesong
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ff0dade5c8
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f
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2019-01-18 03:14:37 +09:00 |
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minjaesong
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a379c7dea8
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light: seems like the problem is the ram access time
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2019-01-17 21:08:50 +09:00 |
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minjaesong
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b594c3b053
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still working on light, no improvements perf-wise
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2019-01-17 18:28:43 +09:00 |
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minjaesong
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0397c47aad
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light: lantern lookup should be faster
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2019-01-17 16:06:00 +09:00 |
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minjaesong
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b8bf1d2412
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all my confusions were derived from not wiping old map; fixed things accordingly
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2019-01-17 15:12:52 +09:00 |
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minjaesong
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fdd89b1b76
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light: slightly improved performance with careful skipping
(hopefully...)
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2019-01-17 06:52:04 +09:00 |
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minjaesong
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e40bdfe066
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added some features and comments for coding convenience
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2019-01-17 05:32:52 +09:00 |
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minjaesong
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170a73bbd8
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ui itemlist scrolls with wheel
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2019-01-16 01:37:44 +09:00 |
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minjaesong
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e844d12aa5
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lol
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2019-01-16 01:23:23 +09:00 |
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minjaesong
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a297fc3dfe
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taking screenshot
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2019-01-15 16:10:40 +09:00 |
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minjaesong
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797b81d64b
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fixing a new GDX version colouring bug
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2019-01-15 06:05:43 +09:00 |
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minjaesong
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a64da6454b
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See Github issue #15
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2019-01-15 05:50:36 +09:00 |
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minjaesong
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7cd2b55b97
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adding test code to export fboRGB
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2019-01-15 03:02:40 +09:00 |
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minjaesong
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8c4793bea5
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a setup to mitigate directional artefacts in light
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2019-01-15 01:18:54 +09:00 |
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minjaesong
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a7ec3e77b1
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map data format adds world generator version and fluids
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2019-01-14 23:15:01 +09:00 |
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minjaesong
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edda3b9ff9
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width fixes in UI
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2019-01-14 02:46:23 +09:00 |
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minjaesong
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eb404b7723
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trying to work on issue #15 and I'm stumped
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2019-01-13 23:51:04 +09:00 |
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minjaesong
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e926b0175f
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Gzipping PSDs; every art must be alpha premultiplied; added converter batch
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2019-01-13 21:23:01 +09:00 |
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minjaesong
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4cec6fac69
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copyright update
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2019-01-13 04:42:40 +09:00 |
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minjaesong
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865ac11051
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grey box issue fixed (github issue #13)
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2019-01-13 04:06:53 +09:00 |
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minjaesong
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0be6678c34
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UI: quickslot register; IngameController: quickslot selection using wheel
This closes github issue #14
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2019-01-13 03:02:57 +09:00 |
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minjaesong
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d9c7d3c681
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quickslot selections are controlled by the ingame rather than the 'bar UI'
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2019-01-13 02:17:49 +09:00 |
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minjaesong
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822b9bf4fd
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fixed various quirks and removed dirty hacks on quickslot bar/pie
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2019-01-12 22:56:48 +09:00 |
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minjaesong
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7900628d9e
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fixed wrong coords
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2019-01-12 00:59:15 +09:00 |
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minjaesong
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2f335e5c5f
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lightmap edge-case fixed
when camera.x is in -15..-1, all thing shifts to left
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2019-01-11 04:44:52 +09:00 |
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minjaesong
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90cbf85047
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TerrarumSansBitmap update
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2019-01-11 03:07:10 +09:00 |
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minjaesong
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f6ebb14861
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tooltip positioning should work again
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2019-01-11 03:06:45 +09:00 |
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minjaesong
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ba9236d11e
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csv sort by ID (hacky?)
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2019-01-09 15:15:26 +09:00 |
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minjaesong
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808797760d
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circular array is fixed and tested
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2019-01-09 05:43:56 +09:00 |
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minjaesong
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adf45b1f68
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prolonged alpha blending issue seemingly fixed?
at least it's partially fixed...
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2019-01-07 17:34:47 +09:00 |
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minjaesong
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5fefb38383
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sprite tool exports "formatted" TGA
meaning if alpha is zero, RGB is also zero
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2019-01-07 17:11:43 +09:00 |
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minjaesong
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df2973b713
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gradle tasks for two new apps
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2019-01-07 14:19:15 +09:00 |
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minjaesong
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6e5d2cf7ed
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sprite assembler can produce intended output
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2019-01-07 05:01:28 +09:00 |
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minjaesong
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25fc4ecc0b
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ALL kwd in transform implemented
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2019-01-07 04:24:13 +09:00 |
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minjaesong
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45f07c88b2
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first successful sprite assembly
ALL kwd still not implemented
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2019-01-07 04:13:38 +09:00 |
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minjaesong
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77d91ab8a5
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screw AWT, we'll use GDX for sprite preview
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2019-01-07 00:35:20 +09:00 |
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minjaesong
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d366959f9a
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TODO added: when the transform joint is "ALL"
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2019-01-06 22:45:51 +09:00 |
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minjaesong
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d6075b4334
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adproperties now has transforms list; assembler can make transformed skeleton
new fun: LinearSearch(By)
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2019-01-06 22:43:50 +09:00 |
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minjaesong
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7978d8b8e0
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updated the psd with the actual assembly
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2019-01-06 19:28:06 +09:00 |
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minjaesong
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843fcb4c27
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animation metadata now contains discovered frame count
...in hacky way
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2019-01-06 15:13:17 +09:00 |
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minjaesong
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5d75d46780
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ADProperties now properly stores parsed mumbojumbo
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2019-01-06 04:19:21 +09:00 |
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