minjaesong
|
55cfae831a
|
new watch design consistent with existing UI
|
2019-01-24 23:46:24 +09:00 |
|
minjaesong
|
4ddf037626
|
new TV-safe watch UI
|
2019-01-24 02:32:28 +09:00 |
|
minjaesong
|
971f7d4a40
|
on-the-fly sprite assembly WIP
|
2019-01-19 04:34:50 +09:00 |
|
minjaesong
|
a64da6454b
|
See Github issue #15
|
2019-01-15 05:50:36 +09:00 |
|
minjaesong
|
e926b0175f
|
Gzipping PSDs; every art must be alpha premultiplied; added converter batch
|
2019-01-13 21:23:01 +09:00 |
|
minjaesong
|
45f07c88b2
|
first successful sprite assembly
ALL kwd still not implemented
|
2019-01-07 04:13:38 +09:00 |
|
minjaesong
|
7978d8b8e0
|
updated the psd with the actual assembly
|
2019-01-06 19:28:06 +09:00 |
|
minjaesong
|
73af014ea4
|
joints in skeleton are ordered according to drawing order, PSD also updated
|
2019-01-05 16:53:21 +09:00 |
|
minjaesong
|
4b725a56d7
|
testing how joints of sprites should look like
humanoid only
|
2019-01-05 04:53:22 +09:00 |
|
minjaesong
|
9bcf8fa478
|
somewhat successful walk/idle anim impl
|
2019-01-04 17:44:22 +09:00 |
|
Minjae Song
|
e5ea32ba56
|
rendering scheme of the world changed, fluids draw as intended
But my idea wasn't very stellar, *sigh*
|
2018-12-22 02:08:08 +09:00 |
|
Minjae Song
|
597e1acee4
|
fluidmap won't have errenous behaviour at the world edge; tga alpha fix
|
2018-12-19 01:53:09 +09:00 |
|
Minjae Song
|
8e6fcf0b8a
|
bugs on fluid sim, Type is NULL but fill isn't 0/new temporary fluid draw
|
2018-12-16 02:10:04 +09:00 |
|
minjaesong
|
11f7fa5c9a
|
WIP new UI elem
|
2018-12-08 23:26:01 +09:00 |
|
minjaesong
|
10ee5f0f0f
|
drawing of the tile breakage
|
2018-11-10 21:09:02 +09:00 |
|
minjaesong
|
d435ec4ebb
|
writeworldinfo tested to be working
|
2018-10-08 18:15:05 +09:00 |
|
Minjae Song
|
26b81e23bb
|
new outputstream for bytearray64
|
2018-10-06 01:16:26 +09:00 |
|
minjaesong
|
83fd44df4c
|
abolished a need to pass world as parametre
+ simply changing the single variable (ingame.world) will update all the renderer's behaviour
+ somehow my git changelogs are exploding
|
2018-10-05 23:40:03 +09:00 |
|
minjaesong
|
f365156799
|
World Click events
let's hope it works w/o tests as I can't get to the Ingame now
|
2018-10-01 23:51:04 +09:00 |
|
minjaesong
|
3309998060
|
font update; ui remocon fix; save doc elaboration
UI RemoCon fix: RemoCon will no longer widen to the screen width when being used
|
2018-09-14 01:14:13 +09:00 |
|
minjaesong
|
6c4c0214a1
|
UI Remote Controller reworked (now 90% less stupidity)
|
2018-08-30 17:24:53 +09:00 |
|
minjaesong
|
e7a1a8ca85
|
font updates; PBS
|
2018-08-23 21:06:08 +09:00 |
|
minjaesong
|
6ed012f0c1
|
dump (another useless message)
|
2018-08-05 21:57:18 +09:00 |
|
minjaesong
|
a702aac12f
|
removing branching on tiling shader, improving performance
Now tga export needs extra care, but boy that 5 FPS improvement
|
2018-07-03 22:17:34 +09:00 |
|
minjaesong
|
a6ea2b4e18
|
still wip modularisation, game somehow boots
|
2018-06-21 17:33:22 +09:00 |
|
minjaesong
|
f0907d9737
|
ModMgr: I can load class by name; dropped Groovy script support, coding must go to JAR
|
2018-05-09 05:34:39 +09:00 |
|
minjaesong
|
d70aabc1b4
|
computery stuff and new set of wires
|
2018-03-04 19:15:43 +09:00 |
|
minjaesong
|
e565a9f173
|
adopting Java 9/Kotlin 1.2
|
2018-02-10 21:40:17 +09:00 |
|
minjaesong
|
f8568899d9
|
rain megaparticle experiment
|
2017-12-18 20:45:32 +09:00 |
|
minjaesong
|
b33309c784
|
tooltip UI; tooltip in the inventory
|
2017-11-25 17:56:57 +09:00 |
|
minjaesong
|
341d5e696c
|
working "equipped" view with unequip
|
2017-10-28 15:07:58 +09:00 |
|
minjaesong
|
07c1714751
|
at least some of the new UIs are working
|
2017-10-23 03:44:45 +09:00 |
|
minjaesong
|
06db25fb1a
|
lightmap draw shift fixed; game will properly resize
|
2017-10-16 22:47:16 +09:00 |
|
minjaesong
|
367304d0bb
|
player sprites now aligned to hitbox && drawn at centre of the screen
|
2017-10-13 00:36:03 +09:00 |
|
minjaesong
|
681dd84cb3
|
Houston, we have a render (again)
|
2017-10-07 22:21:37 +09:00 |
|
minjaesong
|
0ab914a815
|
terrain atlas: added black patch
|
2017-08-28 20:37:39 +09:00 |
|
minjaesong
|
e7c4a7b1e8
|
trying to tile by shader
|
2017-08-25 19:37:12 +09:00 |
|
minjaesong
|
3a1379e376
|
Ingame's Player is now mandatory; player spawn on right position
|
2017-07-18 00:19:55 +09:00 |
|
minjaesong
|
dfa2a0a86d
|
wall render bug fixed
- wall wouldn't render if transparent-yet-sold tiles like glass is placed on top of it
|
2017-07-15 00:02:00 +09:00 |
|
minjaesong
|
2a5cb3ee38
|
disposable UI; loading screen mockup (i heard like loading screen -- sonic 06)
|
2017-07-13 17:53:40 +09:00 |
|
minjaesong
|
fb899dae2d
|
load screen render, fixed some init code of the app
|
2017-07-13 03:59:26 +09:00 |
|
minjaesong
|
149d17ed13
|
how changing the screen should be done
|
2017-07-13 01:34:09 +09:00 |
|
minjaesong
|
ecf9387d01
|
working UV simulation using alpha channel
|
2017-07-12 02:35:36 +09:00 |
|
minjaesong
|
eba6b3801d
|
working world-glow blend
|
2017-07-11 13:34:14 +09:00 |
|
minjaesong
|
b91ba9fc08
|
asynch update and render (aka frameskip)
|
2017-07-08 20:38:05 +09:00 |
|
minjaesong
|
9027f85d1d
|
barely managed to fix inventory UI
|
2017-07-04 01:27:18 +09:00 |
|
minjaesong
|
7e417ed8c7
|
putting ore vein prototype on main sheet; also a commit before fuck-up
|
2017-07-03 19:26:00 +09:00 |
|
minjaesong
|
65ef9c2787
|
fixed bad color rendering on blocksdrawer and lightmaprenderer
|
2017-07-02 21:53:50 +09:00 |
|
minjaesong
|
cbcd32e132
|
keyboard control ported to GDX (at least as much as I can right now)
|
2017-07-01 18:31:00 +09:00 |
|
minjaesong
|
f2a2966d6c
|
ore veins
|
2017-06-30 02:06:53 +09:00 |
|