- 10 Jul, 2010 2 commits
- 09 Jul, 2010 2 commits
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newspaz authored
Medivo guardian now also destroys blocks that are hit by the spike, and removes itself from the scene when he's killed. This nearly completes the guardian. The overlap method still has to be implemented, and the end sequence could still be closer to what the original game does. guardians.cpp *) Changed step method of MedGuardian.
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newspaz authored
Fixed the hopping in the medivo boss. The previous version made the boss float over the blocks it was supposed to destroy occasionally. Now the spike always touches them ever so slightly. Note that the blocks are not being destroyed yet. That's on the agenda for tomorrow ;-). guardians.cpp *) Changes the step method to make the hopping in the second stage of the boss more reliable.
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- 08 Jul, 2010 2 commits
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newspaz authored
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newspaz authored
Various changes to implement medivo boss behavior. Medivo boss behavior isn't finished yet but works up until the spikes. anim.cpp, anim.h *) Changes in animations to properly support accessory positions. *) Changes in animations to properly support accessory shooting positions. bullet.cpp, bullet.h *) New constructor for a custom bullet starting position levelframe.cpp *) Support medivo boss event.cpp, eventframe.cpp *) Small changes in getAnim() *) Small changes in step method guardians.cpp, guardians.h *) Made the eight shape in the first stage. *) Made the jumping behavior, but this doesn't work as it should yet. *) Did not implement the overlap method yet.
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- 04 Jul, 2010 3 commits
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anotherguest authored
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alistert authored
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alistert authored
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- 03 Jul, 2010 6 commits
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alistert authored
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alistert authored
Fixed menu and player size in Bonus levels. The viewW/viewH variables are now only used with ordinary levels (which have the panel).
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alistert authored
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alistert authored
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alistert authored
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newspaz authored
Corrected shooting positions of most shooting enemies. (E.g. the turtle tanks in fanolint and technoir did not work correctly.) Bullets will now shoot from the position that was set in the attack animation. sprite.h, sprite.cpp *) Changed draw method to include a parameter to enable or disable the drawing of sprite offsets (bullets do not use these offsets). The default behavior is to add the offset. bullet.cpp *) Changed the draw method to disable sprite offsets, using the parameter that was mentioned earlier. *) Slightly changed the way the y position of the bullet is determined in the event constructor.
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- 02 Jul, 2010 4 commits
- 01 Jul, 2010 7 commits
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alistert authored
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alistert authored
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alistert authored
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alistert authored
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newspaz authored
Okay, with this update I am going to declare special behaviors fixed. Even though you might not believe me, because this is the fourth time I am making such a claim. This time I'm dangerously close to what the real game does ;-) anim.cpp *) Changed the getOffset accessor to add the default 32 pixel offset if it should be there. bridge.cpp *) Because of the change in anim.cpp I could remove the default 32 pixel offset I added earlier. event.h, event.cpp *) Changed the overlap method to include the offset if necessary. eventframe.cpp *) Changed the step method and removed the default 32 pixel offset I added earlier. *) Changed the draw method slightly so when offsets should be ignored, that actually is the case.
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alistert authored
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alistert authored
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- 30 Jun, 2010 1 commit
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alistert authored
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- 29 Jun, 2010 2 commits
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newspaz authored
eventframe.cpp *) Explosive effect now is more random *) Changed positioning of special behavior again slightly
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newspaz authored
Changes to show finishing animations with an explosive effect. (e.g. shown when turtles get shot in Diamondus) eventframe.cpp *) The drawing routine no longer ignores negative finish animation values. Instead 128 is added. *) If 128 is added that means an explosive effect should be used. A boolean is set for this. *) If the boolean is set the finishing animation will be drawn six times. The animation will be moving in a half circle trajectory.
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- 28 Jun, 2010 1 commit
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newspaz authored
Various changes to correct the positioning of special behaviors. This time the fix is actually performed properly ;-). levelload.cpp *) Undid a change I made earlier. I changed << 2 into << 3, but it turns out I was wrong. This seemed to work due to a bug in eventframe.cpp. bridge.cpp *) Removed one tile from the default offset value for bridges event.h, event.cpp, event.cpp *) Removed the extraOffset variable I added earlier. It turned out this was totally unneeded. *) Fixed the way X and Y positions in the viewport were determined. It's a lot simpler now, and I wonder why the previous version was so complicated. *) More changes to get rid of the extraOffset variable.
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- 27 Jun, 2010 1 commit
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alistert authored
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- 26 Jun, 2010 1 commit
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alistert authored
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- 25 Jun, 2010 1 commit
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alistert authored
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- 24 Jun, 2010 5 commits
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alistert authored
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alistert authored
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newspaz authored
Tons of changes to correct the position of event animations in a slightly prettier way than the previous way. This time the offsets within animations aren't changed. Instead the offsets are changed for each event. bonus.cpp *) Changed the method call that disables a default animation offset. anim.cpp, anim.h *) Removed method to copy offsets. *) Refactored method name for the method that disables a default animation offset. levelload.h *) Changed the enemy path loading bridge.cpp, event.cpp, eventframe.cpp, event.h *) Changed method calls that happen with certain behaviors *) Added an extra offset that can be set to correct positons. playerframe.cpp *) Changed code to understand the extra offset
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alistert authored
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alistert authored
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- 23 Jun, 2010 1 commit
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newspaz authored
anim.h, anim.cpp *) Frame by frame X-offsets are being shifted two bits up now. *) The animation-wide X-offset has been removed because it does not exist. levelload.cpp, bonus.cpp *) Due to the changes in anim.cpp and anim.h the animation loading code had to be changed. bridge.cpp *) Bridges should ignore an animation's Y-offset if it is zero. event.h, event.cpp *) Added a getAnim method to make life easier. *) Events with certain behaviors need some fiddling with Y-offsets so they can be drawn correctly. playerframe.cpp *) The invincibility animation should also ignore Y-offsets.
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- 03 May, 2010 1 commit
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anotherguest authored
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