Benjamin Leduc [Fri, 20 Sep 2013 22:30:53 +0000 (00:30 +0200)]
Updated translations
LMH [Sat, 14 Sep 2013 03:33:58 +0000 (17:33 -1000)]
Parallax background to 'A Mysterious House of Ice'
LMH [Sat, 14 Sep 2013 03:15:10 +0000 (17:15 -1000)]
Added parallax background and made tweaks to 'A Path in the Clouds' to make stats more obtainable
CT. da'Bomb [Thu, 12 Sep 2013 23:14:38 +0000 (18:14 -0500)]
half fix for bug 622
Tobias Markus [Thu, 12 Sep 2013 12:26:29 +0000 (14:26 +0200)]
Issue 1015: Adding null-checks to GLRenderer::draw_surface
LMH [Tue, 10 Sep 2013 22:11:23 +0000 (12:11 -1000)]
--amend
LMH [Tue, 10 Sep 2013 18:33:59 +0000 (08:33 -1000)]
Addon manager references a different index to keep add-ons versioned appropriately
LMH [Tue, 10 Sep 2013 06:39:34 +0000 (20:39 -1000)]
Recast the end of the cave sequence in darksnow2 tiles
LMH [Tue, 10 Sep 2013 01:01:50 +0000 (15:01 -1000)]
Replaced holes with spikes and removed useless badguys in level 'Ice in the Hole'
LMH [Tue, 10 Sep 2013 00:37:05 +0000 (14:37 -1000)]
Haywire makes noise when enraged
LMH [Tue, 10 Sep 2013 00:36:16 +0000 (14:36 -1000)]
WeakBlocks draw in front of other objects allowing them to hide objects
LMH [Tue, 10 Sep 2013 00:35:00 +0000 (14:35 -1000)]
Added some space back to a couple of tilegroups so that those who know how to place tileblocks in the editor can
LMH [Sun, 8 Sep 2013 07:19:46 +0000 (21:19 -1000)]
Made the secret area in 'Entrance to the Cave' a bit harder to accidentally find from the backside
LMH [Sun, 8 Sep 2013 06:51:37 +0000 (20:51 -1000)]
Prevent livefire from wakeing from sleep while in the process of being extinguished
LMH [Sun, 8 Sep 2013 02:01:49 +0000 (16:01 -1000)]
Added a missing 'break' statement to statistics
LMH [Sat, 7 Sep 2013 21:49:38 +0000 (11:49 -1000)]
Recast 'Living in a Fridge' in the darksnow2 tileset, added some slick ice and a coin explode bonus block, and some minor badguy tweaks to make everyone able to die
LMH [Sat, 7 Sep 2013 18:08:17 +0000 (08:08 -1000)]
BonusBlock drawn on same layer as Block again
LMH [Sat, 7 Sep 2013 08:14:34 +0000 (22:14 -1000)]
More recoloring of editor icons
LMH [Sat, 7 Sep 2013 07:51:17 +0000 (21:51 -1000)]
Moved a bouncing snowball in 'Under the Ice' so that it is no longer doomed to fail at reaching Tux
LMH [Sat, 7 Sep 2013 07:48:36 +0000 (21:48 -1000)]
Recolored secret area editor icon to match area color used, and added a climbable area icon
LMH [Sat, 7 Sep 2013 07:26:47 +0000 (21:26 -1000)]
Secret areas can also trigger a script
LMH [Sat, 7 Sep 2013 06:58:16 +0000 (20:58 -1000)]
Level into screen will now display target time if defined for level
LMH [Sat, 7 Sep 2013 01:06:39 +0000 (15:06 -1000)]
Worldmap stats report level target time
LMH [Fri, 6 Sep 2013 03:22:38 +0000 (17:22 -1000)]
Added ability to define a 'target time' for levels which is taken into consideration when marking a level 'perfect'.
As a proof of principle, Icy Island levels prior to the underground sequence have been assigned arbitrary but attainable target times. However, this feature probably should only be used with great care in the main game (if at all). Statistics still need to be modified to display the target time if defined, otherwise it will be confusing to players trying for perfet stats.
LMH [Fri, 6 Sep 2013 01:38:43 +0000 (15:38 -1000)]
Hide stats on levels that have none
LMH [Fri, 6 Sep 2013 00:02:01 +0000 (14:02 -1000)]
Stalactites break free when disturbed by fire and ice bullets
LMH [Wed, 4 Sep 2013 00:47:41 +0000 (14:47 -1000)]
Added a negative y-velocity component to horizontal climbing alignment adjustment to prevent Tux from walking in place temporarily when trying to climb from a standing position
LMH [Wed, 4 Sep 2013 00:31:37 +0000 (14:31 -1000)]
Icecrusher will no longer drop if there are static solids between it and Tux, resolves bug 1012
LMH [Tue, 3 Sep 2013 22:46:04 +0000 (12:46 -1000)]
Tweaked worldmap HUD.
Moved the level title text from FOREGROUND to HUD layer making it consistent with level stats text. Changed placement of level stats from being relative to the center of the screen to being relative to the lower right corner, this should make the level stats more aesthetic across more resolution settings.
LMH [Tue, 3 Sep 2013 21:11:28 +0000 (11:11 -1000)]
Added a secondary coin sound to distinguish between coins collected and coins interacting with the environment
Tobias Markus [Tue, 3 Sep 2013 09:23:57 +0000 (11:23 +0200)]
Recompressing newly added files
LMH [Tue, 3 Sep 2013 03:01:16 +0000 (17:01 -1000)]
Worldmap now supports an additional level sprite action that indicates completion of all level stats.
A potential future improvement to this mechanism would be adding an optional "target_time" to levels which needs to be reached before the level is marked as "perfect".
Note that this change will cause a one-time reset of all level stats- sorry.
LMH [Mon, 2 Sep 2013 19:15:09 +0000 (09:15 -1000)]
Made short_fuse explode when hit with bullets of all types
LMH [Mon, 2 Sep 2013 18:29:15 +0000 (08:29 -1000)]
Improved death mechanics of livefire
LMH [Mon, 2 Sep 2013 17:59:33 +0000 (07:59 -1000)]
Improved death mechanics of flame and iceflame.
These enemies no longer hurt Tux or can take additional hits while their death animations are playing.
LMH [Mon, 2 Sep 2013 08:38:32 +0000 (22:38 -1000)]
Added level to Incubator Island: 'Primed for Action'
LMH [Mon, 2 Sep 2013 08:10:35 +0000 (22:10 -1000)]
Tweaked the backflip timer so that Tux cannot cancel backflip after an arbitrarily short time. This preserves the original backflip mechanics, while still allowing the fix for bug 1008 to be in effect.
LMH [Mon, 2 Sep 2013 06:15:01 +0000 (20:15 -1000)]
Removed coin penalty for aborting a level- this needs to be thought out more
LMH [Mon, 2 Sep 2013 05:54:20 +0000 (19:54 -1000)]
Using a reset point no longer marks statistics as invalid.
The rationale for this change is as follows: stats should only be marked as invalid in cases of cheating, not normal game mechanics. When a player uses a reset point, they typically gain no advantage over starting from the begining of a level since all of the collection stats are reset while time continues to count up. Not displaying/recording statistics once a reset point is used has traditionally confused players (the fine print in one infoblock in the first level is easily missed/forgotten). Also in the case of custom levels with incredible difficulty, stats are essentially never recorded making the levels even less fun.
In addition to this change, the fine print has been removed from the first level infoblock, and additional conditions were added to Statistics::merge to eliminate any stat that wanders above the total possible for the level. Thus any programming mistake that allows stats to record values higher than possible (e.g. the dispenser issue recently fixed) are essentially hidden from players (and unfortunately harder for developers to find).
LMH [Mon, 2 Sep 2013 01:32:24 +0000 (15:32 -1000)]
Dispensed badguys are no longer counted in level stats.
Modified dispenser to only dispense badguys, instead of moving_objects. Previously dispenser could be set to dispense not only objects such as rocks or other portables, but even secret areas (which obviously makes a mess if someone is foolish enough to do it in an actual level). This change limits dispensed objects to badguys only, which also makes it trivially easy to fix the long-standing issue of dispensed badguys being counted for the badguys killed level stat. This fix was done as well, so the badguy level stat should no longer exceed the total badguys level stat.
Wolfgang Becker [Sat, 31 Aug 2013 15:06:46 +0000 (17:06 +0200)]
Tux can stop to backflip at will. Holding jump continues backflipping. Better fix for bug #1008.
LMH [Thu, 29 Aug 2013 19:39:24 +0000 (09:39 -1000)]
Reverted part of revision
02c347cdae86.
Loading config before controller was causing controller settings to be lost and default keybindings/joystick mapping to be adopted. This change reverts that part of the component loading re-order.
Wolfgang Becker [Thu, 29 Aug 2013 16:28:09 +0000 (18:28 +0200)]
Tux can stop to backflip when landing on objects. Holding jump still continues backflipping. Fixes bug #1008.
LMH [Wed, 28 Aug 2013 07:30:48 +0000 (21:30 -1000)]
Added ice-slick tiles that can be used to make various surfaces slippery.
LMH [Tue, 27 Aug 2013 07:34:54 +0000 (21:34 -1000)]
Spikes for all directions
LMH [Tue, 27 Aug 2013 03:19:35 +0000 (17:19 -1000)]
Concept art for LiveFire
Tobias Markus [Tue, 27 Aug 2013 01:40:46 +0000 (03:40 +0200)]
Changing the order in which the components are loaded, video first, then audio, less 'important' parts deferred => faster showing of supertux window
LMH [Mon, 26 Aug 2013 18:49:03 +0000 (08:49 -1000)]
Cleaned up some junk in bonus_block.
Removed some unnecessary switches to reduce the amount of code. Star and Tux dolls now make a noise when leaving the bonus block. Removed unused variable from coin_explode. Heavy coins now bounce once when hitting the ground at high velocity and reflect their y velocity when hitting the bottome of something. Made it easy for the editor to place bonus blocks with the flip level potions.
Tobias Markus [Sun, 25 Aug 2013 10:19:51 +0000 (12:19 +0200)]
Prevent previous music from playing when sound file couldn't be found
Tobias Markus [Sun, 25 Aug 2013 02:12:25 +0000 (04:12 +0200)]
[bug 952 partial] Free mouse cursor surface before shutdown
Tobias Markus [Fri, 23 Aug 2013 14:18:38 +0000 (16:18 +0200)]
Checking if badguy is active before double-killing in a few more places
Tobias Markus [Fri, 23 Aug 2013 09:29:48 +0000 (11:29 +0200)]
Fix credits font size for Marcin Kocur
Tobias Markus [Thu, 22 Aug 2013 12:37:25 +0000 (14:37 +0200)]
Don't kill badguys twice when hitting spike after falling after being squished
LMH [Thu, 22 Aug 2013 00:46:02 +0000 (14:46 -1000)]
Appearance of vertical movement to owl graphics
LMH [Thu, 22 Aug 2013 00:35:15 +0000 (14:35 -1000)]
Made the eyes of owl more owl-like
LMH [Thu, 22 Aug 2013 00:15:12 +0000 (14:15 -1000)]
Added some contrast, blended colors, and added texture to owl graphics
LMH [Wed, 21 Aug 2013 19:59:13 +0000 (09:59 -1000)]
Finish making powerups drop out of bonus blocks when hit with butt-jump
Allows bonus_blocks to drop contents when opened with a butt-jump. This makes obtaining powerups while big less-trivial. Note that bonus_blocks on the ground will still send their contents up (with the exception of the Tux doll).
There is some room for improvement here: a sort of "drop riser" would make it look nicer, and currently dolls are unobtainable on butt-jump which might be a little to harsh.
LMH [Sat, 10 Aug 2013 21:15:59 +0000 (11:15 -1000)]
Start working on a bonusblock drop procedure for when buttjump is used to open
LMH [Wed, 21 Aug 2013 06:34:53 +0000 (20:34 -1000)]
Removed level 'The Mountain Pass' introduced climbing instead of wind in 'A Fork in the Road' and a couple of subsequent level tweaks.
The idea behind this is that wind and moving platforms can be elements of the Forest World.
CT. da'Bomb [Wed, 21 Aug 2013 01:16:33 +0000 (15:16 -1000)]
Improved owl graphics
Tobias Markus [Mon, 19 Aug 2013 01:05:06 +0000 (03:05 +0200)]
Fix dangling else in sqapi.cpp
Tobias Markus [Mon, 19 Aug 2013 00:57:24 +0000 (02:57 +0200)]
bug 1001 part: Fix compiler warnings in iSpy
LMH [Mon, 19 Aug 2013 00:46:12 +0000 (14:46 -1000)]
Added a .gitignore file for common build and patching files
Tobias Markus [Sun, 18 Aug 2013 23:42:45 +0000 (01:42 +0200)]
Issue 1001: Fix compilation warning
Tobias Markus [Sat, 17 Aug 2013 19:18:50 +0000 (09:18 -1000)]
Partial resolution of bug 952
Tobias Markus [Sat, 17 Aug 2013 19:03:07 +0000 (09:03 -1000)]
Recompress PNG images to save space, load time. Bug 999.
LMH [Sat, 17 Aug 2013 07:04:09 +0000 (21:04 -1000)]
Replaced flames with iceflames in 'You Have 1 Minute' for Bonus Island 2.
This addresses bug 949- aparently the OS X implementation of openAL limit the number of sound sources to 64. Since there were 81 flames in a relatively small area in this area, and each flame has a sound source, this limit was being reached causing a crash. Replacing each flame with the silent iceflame skirts the issue.
The moral of the story is: FOLLOW LEVEL DESIGN GUIDELINES.
LMH [Sat, 17 Aug 2013 06:59:26 +0000 (20:59 -1000)]
New elements and tweaks to world 1 levels prior to cave sequence
LMH [Wed, 14 Aug 2013 03:15:58 +0000 (17:15 -1000)]
New level: 'The Mountain Pass' designed to introduce players to some of the newer game elements.
New elements include:
- moving platforms
- multi-hit bonus blocks
- short fuse
- climbing
- weak blocks
- coin rain
LMH [Tue, 13 Aug 2013 23:51:23 +0000 (13:51 -1000)]
Set default behavior for red potion powerups to flip level
LMH [Tue, 13 Aug 2013 22:36:29 +0000 (12:36 -1000)]
Tweaks to HeavyCoin to make it placeable in the editor
(just in case)
LMH [Mon, 12 Aug 2013 22:43:40 +0000 (12:43 -1000)]
Removed intro/extro.txt from world1 since they are not being used and time-consuming to translators
Tobias Markus [Mon, 12 Aug 2013 20:08:57 +0000 (10:08 -1000)]
Strings in the addon manager can now be translated (see bug 997)
Tobias Markus [Mon, 12 Aug 2013 19:51:14 +0000 (09:51 -1000)]
Reset points no longer activate if already in ringing state.
LMH [Mon, 12 Aug 2013 02:52:47 +0000 (16:52 -1000)]
Added diagonal pole tiles
LMH [Sat, 10 Aug 2013 23:46:34 +0000 (13:46 -1000)]
Omit the copyright date from translation in the title screen, as requested in bug 995
Tobias Markus [Sat, 10 Aug 2013 19:45:02 +0000 (09:45 -1000)]
Allow butt-jumping on infoblocks
LMH [Sat, 10 Aug 2013 19:35:31 +0000 (09:35 -1000)]
Credit where credit is due for French Translation.
Added Léo Poughon as a French Translator per request of the last official translator, Benjamin Leduc (Giby). Léo consulted on the last round of translations.
LMH [Fri, 9 Aug 2013 03:11:55 +0000 (17:11 -1000)]
Remade darksnow concave and slope tiles
While this is an improvement, there is still room for more. For example, some slope transition tiles might be nice.
teratux.mail [Thu, 8 Aug 2013 22:33:27 +0000 (12:33 -1000)]
Added slopes and concave tiles for darksnow
LMH [Thu, 8 Aug 2013 20:46:50 +0000 (10:46 -1000)]
Filled out darksnow tileset some
LMH [Thu, 8 Aug 2013 19:04:15 +0000 (09:04 -1000)]
Improved tileability of snow/unisolid2 tiles
LMH [Thu, 8 Aug 2013 08:02:22 +0000 (22:02 -1000)]
Fixed coloring of snow celing slopes and reorganized snow tilegroup some
LMH [Thu, 8 Aug 2013 02:38:10 +0000 (16:38 -1000)]
Added some coin sprite actions for the editor
LMH [Thu, 8 Aug 2013 02:07:21 +0000 (16:07 -1000)]
Consolidated some tilegroups
LMH [Thu, 8 Aug 2013 01:02:06 +0000 (15:02 -1000)]
Start making a list for WHATSNEW so we can actually say upon next release
LMH [Thu, 8 Aug 2013 00:53:42 +0000 (14:53 -1000)]
Added a phase factor to dazed icecrusher eye motion so that eyes spin while icecrusher is monemtarily sitting on the ground
Marcin Kocur [Wed, 7 Aug 2013 21:21:00 +0000 (11:21 -1000)]
Translations: Polish updated with UTF-8, resolves Issue 19
LMH [Fri, 2 Aug 2013 23:58:29 +0000 (13:58 -1000)]
Cleaned up icecrusher eye socket graphics, made eyes during recovery more googly
LMH [Wed, 31 Jul 2013 20:00:09 +0000 (10:00 -1000)]
Removed discussion of move from SVN from TODO list as well as a couple of completed items
LMH [Wed, 31 Jul 2013 07:34:48 +0000 (21:34 -1000)]
Large icecrusher sprites also support eye animation, also eyes spin around while icecrusher is recovering.
Note that icecrusher could still use some facial expressions for idle and recovering states. The recovering state could use multiple expressions dependent on if Tux was hit or not.
LMH [Sun, 28 Jul 2013 20:11:31 +0000 (10:11 -1000)]
Animated eyes of icecrusher to follow Tux
LMH [Thu, 25 Jul 2013 21:43:29 +0000 (11:43 -1000)]
Icecrusher makes noise when hitting and throws up particles when hitting the ground.
TODO: Unique sound effects are needed for icecrusher hitting ground, and player. Perhaps even unique sounds dependent on size of icecrusher used.
LMH [Fri, 19 Jul 2013 21:20:21 +0000 (11:20 -1000)]
Added a version of mriceblock that does not fall off ledges, title smartblock with an ugly recolored sprite.
LMH [Fri, 19 Jul 2013 20:14:49 +0000 (10:14 -1000)]
Merge branch 'glow_effects'
Several enhancements to make dark levels more viable by adding a glow to several objects. Candles have additional functionality to allow for many custom ambient lighting effects. An ice vulnerability is also added to flame badguys; in addition, a fire vulnerable and invulnerable version of flame is added. Finally a spiky-like badguy, LiveFire, is added which offers a sleeping and dormant (does not wake) state as well. The effects can be observed in the added test level: "Glow Effects Test".
TODO: LiveFire graphics, regular level(s) intoducing the effects, and the addition of new sprites for candles would be nice.
LMH [Tue, 16 Jul 2013 15:16:05 +0000 (05:16 -1000)]
New BadGuy: GoldBomb - a bomb that throws a bunch of coins when exploding.
Note: these coins are currently counted in level statistics. Also goldbomb is not allowed to be dispensed at this time.
Tobias Markus [Tue, 16 Jul 2013 04:23:32 +0000 (18:23 -1000)]
Unified some [DEBUG] log calls, bug 994.
LMH [Tue, 16 Jul 2013 04:10:46 +0000 (18:10 -1000)]
Modified conditions in which Tux can release objects.
Allow Tux to ungrab in close proximity to other objects and while under/in front of unisolid tiles. This resolves bug 847.
LMH [Tue, 16 Jul 2013 01:00:10 +0000 (15:00 -1000)]
HeavyCoins make noise when they collide with solid objects. TODO: use a unique sound.
LMH [Sat, 13 Jul 2013 21:22:45 +0000 (11:22 -1000)]
New BonusBlock content: 'explode' - a coin explosion.
Causes ten coins to be hurled through the air as an alternative to coin rain in covered areas such as cave levels. These coins are included in the level stats. Testable in test/bonusblock.stl.