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Commit Date  
[r20] by dan369

[+]Adding in Map editor source code & it's externals

2010-04-03 20:37:15 Tree
[r19] by dan369

[+]Adding in map editor

2010-04-03 20:25:36 Tree
[r18] by dan369

[!]Finally fixed the lag issues with the ? mark blocks, major improvement
[!]Fixed scrolling issue, my fault didn't test it 100%

2010-04-02 01:57:26 Tree
[r17] by dan369

[+]Updated koopa images, adding in the death animation
[~]More general code improvements with inserting stuff and access variables
[~]Changes to the scrolling method, it now checks for input instead of just movement
[~]Changed the layout of the HUD and moved things apart a bit
[!]Improvement to the ? block lag but it is still present and now is my top priority for the next 3 days.

2010-04-01 23:25:43 Tree
[r16] by dan369

[!]Deleted un-used font, ain't sure how it got in tbh.

2010-03-30 21:44:18 Tree
[r15] by dan369

[!]Deleted un-used modules
[!]Fixed various amount of bugs, reported by jport, thanks :)
[~]Changed a few more things with the A.i
[+]Added in Menu and a simple loading screen
[!]Some Lag still present, mainly with the ? blocks.

2010-03-30 20:36:58 Tree
[r14] by dan369

[+]Adding in the entire HUD with improvements over the original, spacing will probably be changed
[+]Added in the leveling system and flag stuff
[+]Added in the mp3 background music, for the overworld
[+]Added in the scoreText code and made some adjustments to the scores you get from enemies
[~]Changes to coins and ? blocks, you now get 200 points from them.
[~]Changed the death by shell animation for goombas, now they go upside down and fall like in the original
[~]More code clean-up with the a.i and scoreText
[!]Fixed the pause bug which would still count the time down if paused.
[+]Added in the last of the mario/luigi animations with the grapping the flag pole stuff
[~]Changes to the death animation, basically i cleaned up a lot of the code so that it all returns to the call in the player function
[!]Fixed death bug which if you were walking and hit and enemy you'd go flying in the air. Now everything has 1 standard height.
[!]Deleted useless images and updated the mini-coins and goomba sprite sheets.
[~]Changed the way the time is counted down.
[?]Probably a few other things but i honestly can't remember everything i've changed/added since the last version. :P

2010-03-30 15:00:55 Tree
[r13] by dan369

[+]Changed 3 images to their original counter-parts
[+]Added in the entire a.i components, they have been heavily re done and the code re-structure to be more efficient.
[!]Fixed bug with clipping logic against brick blocks.
[!]Fixed invisible blocks bugs, i did rush the addition of the invisible blocks and they didn't work 100% now they should.
[!]Added in the logic to also make the ? mark blocks move if they have an item in them, also done to the invisible blocks.
[~]Changed map files to show the new additions
[+]Added in the Red Koopa A.i, it works 100%. Red Koopas are the same as green but they don't fall off ledges.
[~]Finished the stand alone coins off.
[~]Some more code clean-up with all parts that used standard box collision, now calls from a function.
[!]Upgraded to PGE version 0.03, Eboot is very very small and the inclusion of modules are now in use.

2010-03-19 16:15:20 Tree
[r12] by dan369

[!]Added in Coins for ? blocks, stand alone coins still need to be done.
[!]Added in the mini-Blocks, they work fine.
[~]Fixed bugs relating to the running jump & altered some code, to make it perfect (atleast i hope).
[~]Changes to skidding code, now less of a skid and more paced movement (tester suggestion).
[!]Added in Invisible Blocks, great news as-well that the repositioning code doesn't affect two blocks placed together
nor does it attempt to.
[~]Changes to jumping code, looking at mario again i see when you jump, you do move on the X axis to finish your jump even if your not pressing
any of the buttons, obviously when you are pressing the buttons you'll get a longer jump but if you jumped and moved slightly then the code will finish
the jump for you, like it does in the original (tester suggestion).
[~]Fixed Invisible Block bug with the incorrect block being hit.

2010-03-03 00:41:56 Tree
[r11] by dan369

[~]Changed newer gfx to older gfx (finally)
[~]Fixed mini-block issue, can't render an image under 10x10 with PGE (platform bug)
[~]Changed the repositioning code when clipping a mini-block so that it'll work when your Big Mario & Small mario
[!]Added in miniBlock logic
[~]Code clean-up to miniBlock logic
[!]BlankBlock collision object now fully added in, sets up future possibility of invible blocks.

2010-03-01 17:21:24 Tree
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