minjaesong
|
d0dea693a7
|
working "equipped" view with unequip
|
2017-10-28 15:07:58 +09:00 |
|
minjaesong
|
faec65eb81
|
at least some of the new UIs are working
|
2017-10-23 03:44:45 +09:00 |
|
minjaesong
|
d225ed9e5f
|
sprite shift re-fixed with a correct method
|
2017-10-14 02:13:06 +09:00 |
|
minjaesong
|
162ce046fb
|
player sprites now aligned to hitbox && drawn at centre of the screen
|
2017-10-13 00:36:03 +09:00 |
|
minjaesong
|
3726f34f11
|
Rectified heretic YY-MM-DD to standard YYYY-MM-DD
|
2017-09-20 14:36:40 +09:00 |
|
minjaesong
|
05a45feeff
|
we've got something
- except actor's RGB won't draw; only the glow does
|
2017-09-18 02:32:47 +09:00 |
|
minjaesong
|
108a44d970
|
fixed camera not putting actor at the centre of the screen
- Actually may not be fixed, but it does not cause render bugs at least!
|
2017-09-17 23:42:13 +09:00 |
|
minjaesong
|
02e0c1365b
|
Light fuck: At least I've figured out what the fuck was wrong with.
|
2017-09-12 21:29:45 +09:00 |
|
minjaesong
|
5f9b46ec63
|
new blocks drawer WIP
|
2017-08-29 21:06:30 +09:00 |
|
minjaesong
|
7a442f26fa
|
some sort of error screen impl
|
2017-08-20 22:10:47 +09:00 |
|
minjaesong
|
46b4dd7532
|
UI: sub-UIs work?
|
2017-07-25 17:21:02 +09:00 |
|
minjaesong
|
3335aaba12
|
leak patched I guess
|
2017-07-23 17:38:57 +09:00 |
|
minjaesong
|
3a0c2d8101
|
titlescreen: camera follows terraini undulation
|
2017-07-22 18:27:58 +09:00 |
|
minjaesong
|
c67c79ed85
|
generalised things so that they would work outside of ingame.world; title screen wip
|
2017-07-21 19:59:51 +09:00 |
|
minjaesong
|
5d86f054e8
|
limitedly successful attempt to create a title screen
|
2017-07-20 00:36:41 +09:00 |
|
minjaesong
|
b6f92d87cc
|
Ingame's Player is now mandatory; player spawn on right position
|
2017-07-18 00:19:55 +09:00 |
|
minjaesong
|
1a10a9b33f
|
load screen adj, faster gravity response for standard
|
2017-07-14 18:48:48 +09:00 |
|
minjaesong
|
c2fe538b78
|
disposable UI; loading screen mockup (i heard like loading screen -- sonic 06)
|
2017-07-13 17:53:40 +09:00 |
|
minjaesong
|
448c5f0fca
|
working UV simulation using alpha channel
|
2017-07-12 02:35:36 +09:00 |
|
minjaesong
|
ca83322df9
|
working world-glow blend
|
2017-07-11 13:34:14 +09:00 |
|
minjaesong
|
63a33ae0cf
|
prep for draw glow
|
2017-07-09 20:29:35 +09:00 |
|
minjaesong
|
dfcc57eb68
|
diching RGB10; colors are now fully vec3
|
2017-07-09 02:21:24 +09:00 |
|
minjaesong
|
d0b8f811c8
|
float lightmap seems it does have little boost on fps
|
2017-07-09 00:51:25 +09:00 |
|
minjaesong
|
383a2f7259
|
asynch update and render (aka frameskip)
|
2017-07-08 20:38:05 +09:00 |
|
minjaesong
|
eba5d5e709
|
former bug fixed; now we have ceiling-stair-clip bug
|
2017-07-07 02:11:24 +09:00 |
|
minjaesong
|
40b9897a23
|
improved collision displacer: no more clip-to-climb-up-rightside-only thingy
|
2017-07-07 00:01:20 +09:00 |
|
minjaesong
|
1059031443
|
new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable
|
2017-07-06 16:35:58 +09:00 |
|
minjaesong
|
70849582ee
|
dunno why but setting camera position to negative works...
|
2017-07-03 23:42:59 +09:00 |
|
minjaesong
|
5c24f57d03
|
fixed bug: things go dark as inventory is opened
Not cloning the color when MULing was the culprit
|
2017-07-03 02:55:33 +09:00 |
|
minjaesong
|
bea125b66d
|
debugger's got its colour codes back
|
2017-07-02 15:28:45 +09:00 |
|
minjaesong
|
d680656f64
|
keyboard control ported to GDX (at least as much as I can right now)
|
2017-07-01 18:31:00 +09:00 |
|
minjaesong
|
c233eeabbf
|
blocks camera and framebuffer seems working
|
2017-06-30 01:50:06 +09:00 |
|
minjaesong
|
299dec1476
|
can see camera working but not the actor gravity
|
2017-06-28 22:15:42 +09:00 |
|
minjaesong
|
8e5e95e5a9
|
LibGDX, here I am.
|
2017-06-22 02:31:07 +09:00 |
|
minjaesong
|
ded19d3ae7
|
more inlining and minor performance tweaks on LightmapRenderer
|
2017-06-12 04:04:54 +09:00 |
|
minjaesong
|
2ca8c2c263
|
more minor changes
|
2017-06-11 18:01:03 +09:00 |
|
minjaesong
|
49e290e335
|
this fixes *some* case of abnormal displacement
|
2017-06-03 00:37:47 +09:00 |
|
minjaesong
|
f464ef8c18
|
fixed LB/RB/BR bug (actor jitters because of false positive collision?) with a hack
|
2017-06-01 23:10:08 +09:00 |
|
minjaesong
|
f95cc5b27d
|
still sketchy, but at least I can only care about corner cases, as it's not generalised
|
2017-06-01 16:58:25 +09:00 |
|
minjaesong
|
3dae7b9d45
|
fixed a problem in prev commit msg somehow
|
2017-06-01 15:25:40 +09:00 |
|
minjaesong
|
e8978b3a21
|
this new method should work (except can't escape after right/bottom collision)
|
2017-06-01 14:52:32 +09:00 |
|
minjaesong
|
b8080a932c
|
some realisation after a bad idea (bad idea part is hidden/omitted/overridden in this commit)
|
2017-06-01 03:25:08 +09:00 |
|
minjaesong
|
4caee89864
|
I really have no idea if i'm doing it right or wrong
|
2017-05-30 01:10:10 +09:00 |
|
minjaesong
|
225a18619b
|
various patches and renaming; thai-variable font sheet
|
2017-05-27 20:05:12 +09:00 |
|
minjaesong
|
d5bf9b8279
|
phys for player works good (but not perfect); phys for objs are still fucked up
|
2017-05-27 20:04:41 +09:00 |
|
minjaesong
|
2860fa0751
|
why it's not super-fied?
|
2017-05-27 15:54:01 +09:00 |
|
minjaesong
|
dd1d1a3d3d
|
physics sorta works well with player, but not balls
- bounce for downward works, bounce for left/right wall hit does not
- headbutt is still undefined behaviour for all phys objs
|
2017-05-27 15:48:35 +09:00 |
|
minjaesong
|
e24d492239
|
now works for both LR but actor sticks to left cliff but not right
|
2017-05-25 22:30:36 +09:00 |
|
minjaesong
|
95f00edd71
|
removing 99999 for endX finally works
|
2017-05-25 22:02:36 +09:00 |
|
minjaesong
|
61d0351469
|
with some hacks, I was able to make LR walk colliding work, but not the headbutt
|
2017-05-25 20:37:52 +09:00 |
|