GAME CODE CHANGELOG
Date: Thu Jan 30 20:38:04 2020 +0100
- Bump to version 0.20.2
Date: Thu Jan 30 20:33:14 2020 +0100
- Working mouse light control
Date: Thu Jan 30 19:45:14 2020 +0100
- Added support of roaming NPCs collisions
Date: Thu Jan 30 08:58:39 2020 +0100
- Added an exit confirmation screen
Date: Sat Jan 25 21:13:34 2020 +0000
- Fix on PIO platforms, we can assume that a controller needs
to be configured right away if no configuration is
available on startup, without knowing for sure about
device ids
Date: Fri Jan 24 08:58:15 2020 +0100
- Axis threshold config menu display overflow fix
- Fix of wrong initialization of both axis threshold and
inversion current values in their respective menus
Date: Thu Jan 23 23:43:36 2020 +0100
- Added a new gamestate to handle automatic controls
mappings setup on startup if no configuration is
available
- Filtered out all unused virtual controls
Date: Wed Jan 15 17:43:28 2020 +0100
- Bump to version 0.20.1
- Fix : when built upon PIO, controls need to be initialized
before loading controls settings, otherwise their settings
are overwritten with default values
- Updated copyright
Date: Sun Oct 13 15:38:42 2019 +0200
- Header include fixes
Date: Sat Aug 3 12:57:27 2019 +0200
- Bump to version 0.20.0
Date: Sat Aug 3 12:54:58 2019 +0200
- Integrated new animated NPC
Date: Thu Jul 25 23:36:22 2019 +0200
- Bump to version 0.19.7 after the editor
Date: Thu Jul 25 22:20:55 2019 +0200
- Bump to version 0.19.6
Date: Thu Jul 25 22:19:14 2019 +0200
- Bugfix : now properly keeping light sources unaffected by
darkness and dynamic lighting
Date: Thu Jul 25 22:17:53 2019 +0200
- Added a new detached torch light sprite
Date: Tue Jul 16 00:26:27 2019 +0200
- Now consistently set the proper animation when switching
light types, or switching them on/off
Date: Sat Jul 13 20:33:29 2019 +0200
- Bump to version 0.19.5
Date: Sat Jul 13 20:32:32 2019 +0200
- Consistency fix : properly run on-item-removed callbacks
when items are used up during crafting
Date: Sat Jul 13 20:31:43 2019 +0200
- Now effectively providing the player with feedback when the
game is saved and items are picked up (those were the first
good use cases)
Date: Sat Jul 13 20:30:20 2019 +0200
- Added support of a lower-viewport HUD message for player
actions feedback (game saved, items picked up...)
Date: Sat Jul 13 17:08:41 2019 +0200
- Bump to version 0.19.4 after the editor
Date: Sat Jul 13 14:44:22 2019 +0200
- Bump to version 0.19.3
Date: Sat Jul 13 14:43:40 2019 +0200
- Now supporting the lighter as an available light source
Date: Sat Jul 13 14:17:41 2019 +0200
- Bump to version 0.19.2
Date: Sat Jul 13 14:17:03 2019 +0200
- Added support of light durability / item quantity display
in the status interface (only item quantities are shown for
now as light durabilities are not yet implemented)
Date: Sat Jul 13 08:37:03 2019 +0200
- Bump to version 0.19.1
Date: Sat Jul 13 08:36:52 2019 +0200
- Now displaying the tiles of the collision layer in dark
when the light is on and on top of the light layer, to
give a sense of depth to the scene
Date: Fri Jul 12 09:16:51 2019 +0200
- Added TODO list as comments in the main source module
Date: Fri Jul 12 09:16:32 2019 +0200
- Bump to version 0.19.0
Date: Fri Jul 12 09:16:17 2019 +0200
- Now displaying the character sprite on top of light
rendering layers so that it's not affected by lights
(darkening is taken into account nonetheless by separate
logic)
Date: Fri Jul 12 09:15:14 2019 +0200
- Added support of darkness-forbid action spot flag
Date: Fri Jul 12 09:14:38 2019 +0200
- Now detecting items within range of lights, depending on
their type
- Now affecting NPC within range of lights, depending on their
type
- Added functions to allow action spots or not depending on
whether the player is within range of lights or not
Date: Fri Jul 12 09:11:38 2019 +0200
- Added per-light types light range overlap computation
functions
Date: Fri Jul 12 09:09:56 2019 +0200
- Now darkening the player sprite if in darkness with a
light on
Date: Thu Jul 11 01:00:08 2019 +0200
- Added light control using the right analog stick
Date: Thu Jul 11 00:59:26 2019 +0200
- Cleaned up the light API
Date: Thu Jul 11 00:58:21 2019 +0200
- Now displaying phone and flashlight using rectangles and
circles as a new approach
Date: Thu Jul 11 00:56:32 2019 +0200
- Installed TODO list in the main module for easy reference
Date: Sun Jun 23 00:36:32 2019 +0200
- Bump to version 0.18.0
Date: Sun Jun 23 00:33:17 2019 +0200
- Added support of device id + input mapping preset settings
in options
- Raised the sprite budget for HUG graphics buffer up to
1000
Date: Tue Jun 4 22:12:52 2019 +0200
- Bump to version 0.17.1
Date: Tue Jun 4 22:12:11 2019 +0200
- Async render of items on status screen pages
- Bugfix : now items are also properly visible when
selected for use
Date: Tue Jun 4 21:55:00 2019 +0200
- Bugfix : display item icons on lightstore status page
- Bugfix : use proper item model for each light displayed
on the lightstore status page
Date: Sun May 12 21:39:10 2019 +0200
- Bump to version 0.17.0
Date: Sun May 12 21:36:56 2019 +0200
- Merge branch 'npc-behavior'
Date: Sun May 12 21:36:41 2019 +0200
- Fixed the nemesis behavior
Date: Sun May 12 21:36:20 2019 +0200
- Adjusted the area of effect for NPCs on player
Date: Sun May 12 17:30:05 2019 +0200
- Another way to deal damage, over time
Date: Fri May 10 08:34:24 2019 +0200
- Now triggering the game over state depending on the player's
damage ratio value
Date: Tue May 7 14:10:10 2019 +0200
- Quick implementation of item icons display on the
status interface
- Import of item icons data from a single image
Date: Tue May 7 00:16:32 2019 +0200
- WIP for player damage mechanics
Date: Mon May 6 12:22:32 2019 +0200
- Added basic light-chasing behavior and energy charging to
NPCs
Date: Tue Apr 9 22:51:02 2019 +0200
- Bump to version 0.16.6
Date: Tue Apr 9 22:48:17 2019 +0200
- Made items appear and be pickable when lit only
Date: Tue Apr 9 22:46:31 2019 +0200
- Consistency check between update calls (tell API update)
Date: Tue Apr 9 22:44:26 2019 +0200
- Updated development years in the pregame source module
Date: Tue Apr 9 22:43:52 2019 +0200
- Clarified left-over standard output numbers
Date: Sat Feb 16 18:31:17 2019 +0100
- Crashfix : wrong size for local array (should have been
consistent in the whole mapping format function)
- Updated copyright info
- Bump to version 0.16.5
Date: Wed Oct 10 01:15:09 2018 +0200
- Bump to version 0.16.4 (bugfix on the editor program)
Date: Tue Oct 9 22:52:00 2018 +0200
- Bump to version 0.16.3
Date: Tue Oct 9 22:51:28 2018 +0200
- More HUD buffer room for credits text
Date: Tue Oct 9 00:08:33 2018 +0200
- Bump to version 0.16.2
Date: Tue Oct 9 00:08:03 2018 +0200
- Bugfix : initialize the storyboard before restoring saves
so that saved information is not overwritten
Date: Tue Oct 9 00:07:02 2018 +0200
- Bump to savegame format version 0.4.0
- Now including storyboard information in savegame files
(phase, script index and game time)
- Now properly restoring storyboard state from savegame
files
Date: Mon Oct 1 22:20:07 2018 +0200
- Merge branch 'bugfixes'
Date: Mon Oct 1 22:19:45 2018 +0200
- Bump to version 0.16.1
Date: Mon Oct 1 22:19:10 2018 +0200
- A better lighting transparency fix
Date: Mon Oct 1 22:18:50 2018 +0200
- Switched all relevant draw calls to asynchronous mode
Date: Sat Sep 22 23:03:59 2018 +0200
- Fixed some transparency issues
Date: Sat Sep 15 01:20:43 2018 +0200
- Merge branch 'release-0.16.0'
Date: Sat Sep 15 01:19:51 2018 +0200
- Bump to version 0.16.0
Date: Sat Sep 15 01:17:18 2018 +0200
- PIO compatible version !
Date: Mon Aug 20 18:37:28 2018 +0200
- Merge branch 'release-0.15.0'
Date: Mon Aug 20 18:37:16 2018 +0200
- Bump to version 0.15.0
Date: Mon Aug 20 18:36:43 2018 +0200
- Merge branch 'tilemaps-api' into 'release-0.15.0'
Date: Mon Aug 20 13:38:30 2018 +0200
- Completed the stage API rewrite to rely completely on the
Legacy library's tilemap API
Date: Sat Aug 18 10:57:51 2018 +0200
- Partial rewrite of the stage module to stop relying
directly on the tmx API
Date: Sun Jul 29 00:38:13 2018 +0200
- Merge branch 'release-0.14.0'
Date: Sun Jul 29 00:37:59 2018 +0200
- Bump to version 0.14.0
Date: Sun Jul 29 00:36:49 2018 +0200
- Set the light control virtual key to B
- Renamed the controls option
Date: Sun Jul 29 00:35:21 2018 +0200
- Removed the old analog axis invert options
Date: Sun Jul 29 00:34:55 2018 +0200
- Fix : avoid analog axis inverting saved setting to be
discarded on startup
Date: Sun Jul 29 00:33:48 2018 +0200
- Rewrote the controls menus so that they rely on the
Legacy menu API
Date: Sun Jul 29 00:04:28 2018 +0200
- Support of late initializing game controllers on startup
(PS4), and hotplug of instantly initializing ones
(XBox360)
Date: Sat Jul 7 13:51:20 2018 +0200
- Merge branch 'release-0.13.0'
Date: Sat Jul 7 13:51:09 2018 +0200
- Bump to version 0.13.0
Date: Sat Jul 7 13:19:09 2018 +0200
- Fixes for the light selection screen state
(especially on startup)
- When restoring the player's light, actually use the
current light and not a hardcoded torch light
Date: Sat Jul 7 13:17:35 2018 +0200
- Support storyboard events and stage action spots that
affect daylight
Date: Sat Jul 7 11:40:17 2018 +0200
- Added light data to the savegame format (bumped to
version 0.3.0)
- Now saving and loading information about current light,
and whether or not the player's light is enabled
Date: Sat Jul 7 11:31:18 2018 +0200
- Display status page names
Date: Sat Jul 7 10:14:49 2018 +0200
- Initialize the lightstore content depending on what
the inventory contains
Date: Sat Jul 7 09:58:56 2018 +0200
- Enable/disable current light with a button press
Date: Sat Jul 7 09:58:15 2018 +0200
- Removed remains of initial inventory tests code
Date: Fri Jul 6 23:56:26 2018 +0200
- Allow selecting a light among those available and
setting it as current
Date: Fri Jul 6 21:25:41 2018 +0200
- Add/remove lights found as items in the game
- Removed the lightstore slots lifetime parameter
Date: Thu Jul 5 23:45:15 2018 +0200
- First simple implementation for the lightstore, based
on the inventory one (some stuff should be refactored
in the status API since both systems share UI
positioning and color information for example)
- New status screen page to host the lightstore
Date: Wed Jul 4 21:17:31 2018 +0200
- Merge branch 'release-0.12.0'
Date: Wed Jul 4 21:16:40 2018 +0200
- Bumped to version 0.12.0
Date: Wed Jul 4 21:15:49 2018 +0200
- Reset the fact bits before starting a game
Date: Wed Jul 4 21:15:05 2018 +0200
- Bumped the savegame format version up to 0.2.0
- Added support of fact bits saving/loading
Date: Wed Jul 4 00:07:57 2018 +0200
- Infinite loop fix : allow skipping fact-inconsistent events
to let the storyboard roll
Date: Tue Jul 3 22:14:11 2018 +0200
- Actually load a fact database, duh !
Date: Mon Jul 2 22:50:42 2018 +0200
- Support of fact marking storyboard events
- Support of fact-based locking of storyboard events
Date: Sun Jul 1 23:06:16 2018 +0200
- Now relying on fact status to determine whether an
action spot should be considered valid or not
Date: Sun Jul 1 22:31:48 2018 +0200
- Bumped LOE version to 2.4.0 (support of action spots
fact-based locking)
Date: Sun Jul 1 22:30:54 2018 +0200
- Imported fact support source code from the editor
Date: Mon Jun 4 09:03:03 2018 +0200
- Merge branch 'release-0.11.0'
Date: Mon Jun 4 09:02:10 2018 +0200
- Bump to version 0.11.0
Date: Fri Jun 1 22:59:04 2018 +0200
- Now loading episode start inventory content from
the episode file's relevant data chunk
Date: Fri Jun 1 22:58:26 2018 +0200
- Bump to LOE format version 2.3.0
- Support of start inventory content specification
Date: Thu May 31 23:11:29 2018 +0200
- Only show the main menu "load game" option if a
savegame is available
Date: Thu May 31 08:32:29 2018 +0200
- Merge branch 'savegame' into 'develop'
Date: Thu May 31 08:32:01 2018 +0200
- Working file-based savegame mechanic, with inventory
data
- Tweaked the savegame format specifications
Date: Wed May 30 21:44:04 2018 +0200
- Added a simple savegame format description file that
will do the job for now
Date: Wed May 30 21:42:34 2018 +0200
- Proof of concept for the savegame system
Date: Tue May 29 00:31:21 2018 +0200
- Merge branch 'release-0.10.0'
Date: Tue May 29 00:31:08 2018 +0200
- Bumped version to 0.10.0
Date: Tue May 29 00:17:39 2018 +0200
- Fix : setting action spot unlocked flag bit correctly
- Now supporting unlocking of action spot via key items
- Removed support of shiny/wonder action spot flag bits
- Bumped LOE format version to 2.2.0
Date: Tue May 29 00:16:20 2018 +0200
- New function to check whether the inventory contains
a given item in a given quantity
Date: Sun May 27 16:09:07 2018 +0200
- Merge branch 'release-0.9.0'
Date: Sun May 27 16:08:52 2018 +0200
- Bumped to version 0.9.0
Date: Sun May 27 16:06:12 2018 +0200
- Added an item database
- Added inventory add/remove callback mechanisms
- Wrote callbacks for the lit torch, the smartphone
and the crowbar, for starters
Date: Sat May 26 00:02:32 2018 +0200
- In non-fullscreen mode, center the window on the screen
on startup
Date: Fri May 18 09:24:43 2018 +0200
- Merge branch 'release-0.8.1'
Date: Fri May 18 09:24:22 2018 +0200
- Bumping to version 0.8.1
Date: Sun May 6 14:07:22 2018 +0200
- Spawn a different menu for inventory slots already
marked for mix (use/unuse)
Date: Fri Apr 13 22:42:37 2018 +0200
- Merge branch 'release-0.8.0'
Date: Fri Apr 13 22:42:15 2018 +0200
- Bump to version 0.8.0
Date: Fri Apr 13 21:06:53 2018 +0200
- Use the lgc_tmx_clear() function
Date: Mon Dec 25 22:30:48 2017 +0100
- Show item codex descriptions on the status screen
Date: Mon Dec 25 21:51:49 2017 +0100
- Read the codex text data from the main resource file
and load it into a dedicated text database
Date: Sat Dec 23 22:12:18 2017 +0100
- Adapted the code to the legacy dyno/pool API renaming
Date: Sat Dec 23 18:10:43 2017 +0100
- Updated the code after the changes to the legacy
tell API
Date: Fri Dec 8 23:20:17 2017 +0100
- Adapted the code to the new multiple legacy tell
databases paradigm
Date: Fri Dec 8 19:16:25 2017 +0100
Merge branch 'release-0.7.1'
# Conflicts:
# include/config.h
Date: Fri Dec 8 19:15:17 2017 +0100
- Bump to version 0.7.1 (looks like bump to 0.7.0 was not
merged into 'develop' before that)
Date: Fri Dec 8 00:56:49 2017 +0100
- Return a "no feedback" callback return value when
inventory mix process fails
Date: Fri Dec 8 00:55:56 2017 +0100
- Removing empty inventory slots in reverse order so that
altering the inventory size still allows all necessary
removals to happen
Date: Mon Dec 4 22:57:13 2017 +0100
- Merge branch 'release-0.7.0'
Date: Mon Dec 4 22:56:29 2017 +0100
- Bump to version 0.7.0
Date: Mon Dec 4 22:49:08 2017 +0100
- Now properly showing hud cues when an item is available
for pickup
Date: Mon Dec 4 22:36:56 2017 +0100
- Memory leak fix (probably caused by a merge error)
Date: Mon Dec 4 08:34:41 2017 +0100
- Fixed merge errors
Date: Mon Dec 4 08:23:15 2017 +0100
- Merge branch 'develop' of git.carbohydromusic.com:lives-out into 'develop'
# Conflicts:
# include/item.h
# src/item.c
Date: Sun Dec 3 09:41:31 2017 +0100
- Updated the code to abide by the changes to the menu
validating option callback signature
Date: Sat Dec 2 14:00:57 2017 +0100
- Adding a dozen matches to the player's start inventory
Date: Sat Dec 2 13:41:51 2017 +0100
- Bugfix : wrong texture for item sprite display
- Now only starting the game with one item (smartphone)
Date: Sat Dec 2 12:26:31 2017 +0100
- When dropping an item from the status screen, spawning
them back into the stage area
Date: Sat Dec 2 12:15:39 2017 +0100
- When active items are nearby, allowing the player picking
them up and adding them to his inventory
Date: Sat Dec 2 11:07:52 2017 +0100
- Now spawning stage items from the LOE data on stage
loading
Date: Sat Dec 2 10:51:39 2017 +0100
- Implemented a preliminary item API
Date: Thu Nov 30 08:47:16 2017 +0100
- Merge branch 'develop' of git.carbohydromusic.com:lives-out into 'develop'
Date: Thu Nov 30 08:35:08 2017 +0100
- Bump to LOE version 2.1.0 compatibility
- Added episode item loading support
Date: Wed Nov 29 21:13:57 2017 +0100
- Build fix
- Calling the item init() and cleanup() routines within the
gameplay init() and cleanup() functions, respectively
Date: Wed Nov 29 21:10:48 2017 +0100
- Created the item management API
Date: Wed Nov 29 21:10:19 2017 +0100
- Added the item game instance type
Date: Wed Nov 29 21:09:45 2017 +0100
- Fixing type states to unsigned short (better fit for
flags)
Date: Wed Nov 29 20:52:46 2017 +0100
- Merge branch 'inventory' into 'develop'
Date: Wed Nov 29 20:52:20 2017 +0100
- Warning build fix
Date: Sun Nov 26 10:12:54 2017 +0100
- UI improvements on the status screen
Date: Sat Nov 25 23:01:42 2017 +0100
- Merge branch 'inventory' into 'develop'
Date: Sat Nov 25 23:00:16 2017 +0100
- Resolve alchmy recipes even when item slots are marked in
random order
Date: Sat Nov 25 22:59:27 2017 +0100
- Bugfix : only mark the current item slot for mix use when
it's the last one in the inventory - instead of marking
those beyond capacity as well
Date: Sat Nov 25 22:39:02 2017 +0100
- Rely on the latest legacy alchmy API improvements to support
item quantities and multiple products if necessary
- Working inventory mix processing, but only when items are
added to the mix list in recipe order
Date: Sat Nov 25 11:46:22 2017 +0100
- Visual cue for item slots marked as added to the inventory
alchmy mix list
Date: Sat Nov 25 11:45:46 2017 +0100
- Selecting the "use" item menu option marks the currently
selected item slot for use withing the inventory alchmy mix
list, and attempts to process the current mix
- Selecting the "drop" item menu option removes the item slot
from the inventory and clears any reference to it in the
current inventory mix list as well
Date: Sat Nov 25 11:43:17 2017 +0100
- Set the menu target to the currently selected item slot when
activating the item menu
Date: Sat Nov 25 11:42:27 2017 +0100
- Bugfix : display the correct item name for a given item slot
Date: Sat Nov 25 11:41:10 2017 +0100
- Extended the inventory API to support mixing of ingredients
using a mix list, and rely on the legacy alchmy API for
processing
Date: Sat Nov 25 11:33:36 2017 +0100
- Item menu "use" and "drop" options are now closing the menu
when validated
Date: Sat Nov 25 11:32:30 2017 +0100
- Moved the alchmy mixbook to the inventory source module
Date: Thu Nov 23 08:35:46 2017 +0100
- Added a shortcut alchmy recipe
Date: Mon Nov 20 23:30:59 2017 +0100
- Loading legacy alchmy recipes for item mixing
Date: Mon Nov 20 23:30:23 2017 +0100
- More items
Date: Mon Nov 20 23:29:45 2017 +0100
- Now updating gameplay during the status game state
Date: Sat Nov 18 17:58:49 2017 +0100
- Added a working item context menu skeleton
Date: Sat Nov 18 13:13:15 2017 +0100
- Mock-up display of item names in the inventory item
preview window
Date: Sat Nov 18 12:41:22 2017 +0100
- Moved the inventory screen display location to the left
- Prepared room for inventory item preview window
Date: Sat Nov 18 12:40:36 2017 +0100
- Fixed the inventory screen display location formula
Date: Sat Nov 18 12:39:28 2017 +0100
- Bigger inventory slot display size
Date: Sat Nov 18 12:06:28 2017 +0100
- Rewrote the status game state to feature a page-based
user interface with two pages (inventory and menu)
Date: Sat Nov 18 12:01:39 2017 +0100
- Added an inventory size getter function
Date: Fri Nov 17 08:54:57 2017 +0100
- New status game state, that currently does the same
than the former pause menu, but will also include
inventory display and management mechanics later
Date: Thu Nov 16 08:25:09 2017 +0100
- Locked action spots as well as volatile ones that are marked
as done should never appear shiny
Date: Thu Nov 16 00:10:26 2017 +0100
- Added more item models
Date: Thu Nov 16 00:10:14 2017 +0100
- Replaced Nemesis lock/unlock stage action spots by item
add/remove ones
Date: Wed Nov 15 08:50:56 2017 +0100
- Added some items to the inventory when starting a game
Date: Wed Nov 15 08:50:19 2017 +0100
- Inventory display look change
Date: Wed Nov 15 08:49:58 2017 +0100
- Displaying unused inventory slots and also those beyond
capacity
Date: Wed Nov 15 08:48:11 2017 +0100
- Initialising inventory on init() call
Date: Tue Nov 14 09:00:12 2017 +0100
- Bigger inventory slots on screen
Date: Tue Nov 14 08:59:57 2017 +0100
- Fixed inventory display alignment
Date: Tue Nov 14 08:59:34 2017 +0100
- Bound a keyboard key for testing
Date: Tue Nov 14 08:58:55 2017 +0100
- Build fix
Date: Tue Nov 14 08:03:44 2017 +0100
- More work on the inventory display implementation (WIP)
Date: Mon Nov 13 23:00:23 2017 +0100
- Work on the inventory display system (WIP)
Date: Mon Nov 13 21:33:08 2017 +0100
- Implemented the inventory item add/remove functions
Date: Mon Nov 13 21:32:39 2017 +0100
- Changed the inventory item add/remove signatures
Date: Mon Nov 13 21:31:48 2017 +0100
- Rewrote the inventory API to rely on legacy dynamic
objects
Date: Mon Nov 13 21:29:46 2017 +0100
- Quick build fix
Date: Sun Nov 12 22:35:59 2017 +0100
- Inventory preliminary implementation
Date: Sun Oct 1 20:11:10 2017 +0200
- Bugfix : ensure that axis inverting option values are persistent
Date: Sun Oct 1 11:31:11 2017 +0200
- Code style change (no space before semicolons)
Date: Sat Sep 30 22:34:57 2017 +0200
- Up to date with the latest changes to the legacy state API
Date: Wed Sep 6 17:32:36 2017 +0200
- Merge branch 'develop'
Date: Wed Sep 6 17:31:27 2017 +0200
- Since controls are not analog, set up dpad emulation by default
Date: Wed Sep 6 17:28:08 2017 +0200
- Added options to invert analog controls
- Resized the menus so that more options can fit on screen
Date: Tue Sep 5 23:18:12 2017 +0200
- Merge branch 'develop'
Date: Tue Sep 5 23:16:42 2017 +0200
- Updated the code so that npcs and lights use "dyno store"
pointers to rely on the legacy dynamic objects API instead of
"dyno ids"
Date: Mon Sep 4 17:18:26 2017 +0200
- Merge branch 'develop'
Date: Mon Sep 4 17:17:16 2017 +0200
- Now supporting controls configuration
Date: Mon Aug 28 15:53:41 2017 +0200
- Merge branch 'develop'
Date: Mon Aug 28 15:52:56 2017 +0200
- Merge branch 'legacy-dynamic-objects' into 'develop'
Date: Mon Aug 28 15:51:02 2017 +0200
- Rewrote NPCs and lights to take advantage of the legacy
dynamic objects API
Date: Sun Aug 27 23:09:17 2017 +0200
- Merge branch 'develop'
Date: Sun Aug 27 23:08:54 2017 +0200
- Updated the code to support legacy multi-action menu callbacks
Date: Thu Aug 24 22:27:07 2017 +0200
- Merge branch 'develop'
Date: Thu Aug 24 22:26:26 2017 +0200
- Renamed the gamio library to legacy and updated the code
accordingly
Date: Sat Aug 5 16:30:43 2017 +0200
- Merge branch 'light-models' into 'develop'
Date: Sat Aug 5 16:30:00 2017 +0200
- Added new light model (flashlight) display/update routines
Date: Thu Aug 3 23:19:12 2017 +0200
- Merge branch 'light-models' into 'develop'
Date: Thu Aug 3 23:08:23 2017 +0200
- New light attributes (source, angle) to allow more precise
drawing of directional lights
- Added rendering of phone type light
Date: Tue Aug 1 18:19:15 2017 +0200
- No subway sound effect loop during the title screen game state
Date: Tue Aug 1 17:42:19 2017 +0200
- Merge branch 'hotfix-hud-too-dark' into 'develop'
Date: Tue Aug 1 17:41:08 2017 +0200
- Change the player HUD order of display so that it's not
affected by lighting
Date: Tue Aug 1 17:11:30 2017 +0200
- Bump to version 0.5.0
- Rewrote the layer role data structure
- New lighting system
- Collision support
- Updates to the main display loop to support the new Gamio
framebuffer mechanisms
Date: Thu Jul 27 21:47:42 2017 +0200
- Bugfix : proper light size when covering the rest of the screen
with darkness
- Bugfix : fixed use of the sprite render function for shining
spots
Date: Tue Jul 25 00:59:33 2017 +0200
- Gamio renaming : the revenge !
Date: Wed Jul 19 00:37:02 2017 +0200
- Bumping LOE format version to 1.3.0
- Showing LOE format version on title screen
- Support of auto/manual NPCs
- Added spawner/warper/updater funcs to fine-tune NPC behaviour
- No more hardcoded Nemesis !
Date: Sun Jul 16 16:59:38 2017 +0200
- Bump to version 0.4.0
- Updates to abide by new Gamio function names convention
- Replaced hardcoded NPC sprites by actual autonomous NPCs
- New action spot flags : shiny / wonder
Date: Thu May 4 19:24:49 2017 +0200
- Bump to version 0.3.0
- New lighting system in the works (mouse pointer control)
- Flashlight tests OK
- Now using vertical coordinates as well for action spots
Date: Sun Apr 23 21:56:20 2017 +0200
- Went back to a proper version number, more appropriate for a
constantly evolving project : 0.2.0
Date: Sun Apr 23 14:27:42 2017 +0200
- Cleaning up graphics properly
- Fixed a bootstrap bug when the game would not allow the player to
move or the storyboard to update itself if no script is loaded
Date: Mon Mar 20 16:53:20 2017 +0100
- Added support for multiple respawn coordinates per area
Date: Tue Mar 7 15:23:40 2017 +0100
- Use textures rather than pixel rasterisation for sprites
- Properly handle mirrored sprites
- Dynamic player sprite, based on the content of the episode file
Date: Thu Sep 1 15:03:06 2016 +0200
- LOE format change : no action string is required anymore, using
TLL data instead
Date: Tue Aug 30 23:58:24 2016 +0200
- Adapted the code to the new gamio menu API
- Bugfix : properly copy resources path before loading an episode
and avoid any random crash
Date: Sun Aug 7 02:15:42 2016 +0200
- New episode selection system
Date: Wed Aug 3 22:45:14 2016 +0200
- Bugfix : prevent segfault when no storyboard phase is available
at all in the episode file
- Use the new resources open routines from the gamio API
Date: Tue Jul 26 18:27:28 2016 +0200
- New fullscreen setting
Date: Mon Jul 18 17:25:25 2016 +0200
- Bugfix : use the safe gamestate reset in the storyboard-driven
gamestate change so that no inconsistency appears during the
game update
Date: Fri May 20 22:54:37 2016 +0200
- Removal of the hardcoded data
Date: Fri May 20 22:50:27 2016 +0200
- Better LOE data structures, with no duplicates and leaner
function prototypes
Date: Fri May 20 19:35:52 2016 +0200
- Working LOE file loading, successfully replaced hardcoded game
stage data
Date: Wed May 18 08:54:39 2016 +0200
- Fixed a union assignation during the last commit (build issue)
Date: Wed May 18 08:51:39 2016 +0200
- Still a checkpoint commit, program probably broken at this point
- Had forgotten to add the empty elements at the end of the action
spots, storyboard phase and storyboard event arrays during the
episode loading procedure
Date: Tue May 17 09:10:26 2016 +0200
- Broken version, checkpoint commit only
- Implementing episode file support
Date: Sun Dec 6 18:31:54 2015 +0100
- Version bump to 0.2.0
- Extended displayed copyright period to 2016
Date: Sun Dec 6 18:23:24 2015 +0100
- Rearranged the source tree
Date: Fri Nov 27 11:41:49 2015 +0100
- Added a missing supporter name to the credits
Date: Fri Nov 27 11:10:20 2015 +0100
- Added a missing tester name to the credits
Date: Fri Nov 27 10:54:06 2015 +0100
- Bump to version 0.1.3
- Bugfix : stop the character movement while an attended speech
is happening, even if move keys are pressed when the action
button is used
- Changed the torch and crowbar attended speeches into unattended
ones
- Widened the ending action spot so that the player is forced to
complete the game when reaching the station phase
- Added testers to the credits - YAY
Date: Fri Nov 27 08:46:32 2015 +0100
- Cancel the experimental removal of GLEW dependency
- This reverts commit 2fa50189f40ddaa987b26a153270d5fb8daae2f0
Date: Wed Nov 25 20:29:16 2015 +0100
- Bump to version 0.1.3
- Experimental removal of GLEW dependency
Date: Fri Nov 20 14:16:09 2015 +0100
- Version bump to 0.1.2
- Now loading story data from the resources file in binary form
Date: Thu Nov 19 01:03:54 2015 +0100
- Force the player to turn to the right when a stage map is loaded
using the stage config data
Date: Tue Nov 17 01:23:41 2015 +0100
- Version bump : 0.1.1
- Allow the player not to light up a torch and still complete the
game
Date: Fri Nov 13 22:16:44 2015 +0100
- String length fix
Date: Fri Nov 13 21:42:50 2015 +0100
- RGBA color fix
Date: Fri Nov 13 21:12:23 2015 +0100
- Added music to the credits game state
- Using the validate SFX for the cancel situations
- Minor wording tweak
Date: Fri Nov 13 19:24:05 2015 +0100
- Credits, menus and copyright tweaks
Date: Fri Nov 13 18:52:03 2015 +0100
- Added credits and foreword game states
Date: Fri Nov 13 14:26:55 2015 +0100
- Storytelling adjustments
Date: Thu Nov 12 22:29:22 2015 +0100
- Added a Game Over screen
- Nemesis chase setup
- Added new sounds, music and graphics
- Lots of data and scripting review, tweaks
Date: Wed Nov 11 14:27:28 2015 +0100
- Ending screen fade-out
- More action spots added (mostly speeches)
Date: Wed Nov 11 12:50:21 2015 +0100
- Bugfix : dangerous change of storyboard phase/script index from
within the phase update loop
- Added attended speech events and pausing the storyboard update
while such an event is keeping the player busy reading
Date: Wed Nov 11 01:05:49 2015 +0100
- Integration of storytelling, with attended an unattended character
speech in-game
- New ending gamestate
- Better integration of the storyboard and action spots mechanics
- Integration of more graphics
Date: Mon Nov 9 14:56:54 2015 +0100
- Version 0.1
- Initial code import (post Asylum Jam 2015)