Eevee (Evelyn Woods)
b360fa3998
Change sand slowdown from 100% to 50%, and give it the gravel sound
2024-04-20 03:34:14 -06:00
Eevee (Evelyn Woods)
17f4e77054
Fix force-proof players to still bonk on force floors
...
Fixes the replay of Chaos to Metastable, my white whale!
2024-04-19 21:41:57 -06:00
Eevee (Evelyn Woods)
3cf81b53ad
Improve the connection tool somewhat; show implicit connections
...
For example, you can now make connections with the connection tool.
Remarkable.
Unfortunately, implicit connections aren't updated as you edit the level
yet.
Also came with some refactors for searching a level and whatnot.
2024-04-18 00:56:20 -06:00
Eevee (Evelyn Woods)
e9650db4d8
Hardcode green toggles a bit less, and shrink the undo size
2024-04-17 19:46:29 -06:00
Eevee (Evelyn Woods)
e11a5956bd
Make hearts and mines transmogrify into each other
2024-04-17 03:51:47 -06:00
Eevee (Evelyn Woods)
618f292ec9
Add an xray view and a "matching button" sprite for the sokoban blocks
2024-04-17 03:51:11 -06:00
Eevee (Evelyn Woods)
849010fc75
Add some saturation to the palette
...
Opinions are mixed, but not mine. I like this.
2024-04-17 03:50:19 -06:00
Eevee (Evelyn Woods)
e1e99e73e7
Fix circuit blocks; distinguish floor wiring from black button wiring
2024-04-16 21:09:46 -06:00
Eevee (Evelyn Woods)
3802b10956
Visually indicate when a floor is in an odd wiring state
...
This distinguished a regular crossed floor from what you get when
blowing up e.g. a blue or red teleporter.
Fixes #60 .
2024-04-16 20:48:50 -06:00
Eevee (Evelyn Woods)
933d20d559
Factor out the list of pushable tiles
2024-04-13 22:06:00 -06:00
Eevee (Evelyn Woods)
52bc2bdf8e
Show the entire blast radius of dynamite
2024-04-12 01:08:16 -06:00
Eevee (Evelyn Woods)
ebe848ec99
Fix trap timing on Lynx
...
CC2's goofy `on_stand` on arrival behavior made them extra extra fast,
which is too fast.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
9bf418258f
Convert several uses of on_begin to on_ready
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
65664bba7b
Simplify dynamite spawn code
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
d7e1b969e8
Fix this errant comma and shame myself
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f417162f6f
Refactor bombs to use on_stand instead of on_begin
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f896e1bdfd
Fix Lynx's no-backwards-overriding; remove the force-floor-on-arrive flag
...
Not sure the latter one is even correct at all; it completely breaks
ICEHOUSE, for one. I guess it made more sense with the previous hacky
implementation of force floors applying at the start of the game.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
64ca8f008c
Restore standing on arrival
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A few CC2LP1 replays desynced, so, I guess this is right actually.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
2ee86b50d2
Remove slide_automatically
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Since sliding happens either on cell arrival or in the actor's idle
phase, the actor will always have a pending slide by the end of a tic,
so this code doesn't actually do anything.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f140804713
Don't on_stand() on arrival; fix the CC1 force-floor compat flag
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
a1f357f317
Make sliding be the tiles' responsibility
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This seems to simplify things and also explain the CC2 semantics: force
floors activate while being stood on (which happens, I guess, during
idle), so it applies to objects that start the level on force floors.
This was probably done to make force floor flipping work, too. On the
other hand, ice still only activates when being stepped on.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
15a8be1c15
Play sounds very near the player at full volume, but spatialize chip pickups
2021-12-22 23:58:14 -07:00
Eevee (Evelyn Woods)
1e02c6aa6f
Complete the pgchip ice block emulation ( fixes #34 )
2021-12-22 22:30:59 -07:00
Eevee (Evelyn Woods)
2c95c7eacd
Update MS compat so bugs and walkers still avoid fire ( fixes #69 ) (nice)
2021-12-22 22:09:13 -07:00
Eevee (Evelyn Woods)
6d580af817
Use the inactive tile for electrified floors by default ( fixes #67 )
2021-12-22 21:25:01 -07:00
Eevee (Evelyn Woods)
4ebe5c1149
Preserve the color of sokoban blocks on cloning
2021-11-28 22:47:20 -07:00
Timothy Stiles
6f27332cce
Cerise doesn't break cracked tiles (because she's dainty)
...
Teal Knight suggestion. It's a purely backwards compatible way to distinguish the two characters a little more, and fits her theme, but it's up to you.
2021-11-28 18:26:18 +11:00
Timothy Stiles
71abc13330
let any actor with a key unlock gates (unlike doors)
2021-11-20 12:57:58 +11:00
Timothy Stiles
8feb732a8f
boulders are pushed in the movement not facing direction ( fixes #81 )
2021-11-18 20:53:56 +11:00
Timothy Stiles
a87db67d84
lexy w/ skates and cerise now crack but don't slide on cracked ice ( fixes #82 )
2021-11-18 20:22:00 +11:00
Timothy Stiles
d675cddafb
spaceify
2021-11-18 18:40:15 +11:00
Timothy Stiles
2df4dc5829
fix 'blowing up electric floors doesn't remove the wiring' regression
2021-11-18 18:39:46 +11:00
Timothy Stiles
42d543b235
fix an electric floor visual bug ( fixes #80 )
2021-11-18 18:35:06 +11:00
Timothy Stiles
94a7ec5a2c
dropping 2 ankhs in a row shouldn't crash ( fixes #79 )
2021-11-18 18:27:28 +11:00
Eevee (Evelyn Woods)
51bc3dfe83
Add support for TW large tilesets, real MS tilesets, better tileset detection, and an attempted fix for CC1 thin wall tiles
2021-06-03 02:15:45 -06:00
Eevee (Evelyn Woods)
ca1a48c0fe
Fix sokoban buttons to count being pressed at level start
2021-05-26 22:49:29 -06:00
Eevee (Evelyn Woods)
3752902663
Move gates to the canopy layer
2021-05-25 17:42:13 -06:00
Eevee (Evelyn Woods)
e8cb95a60b
Fix double-ejecting from traps in Lynx
2021-05-11 17:39:19 -06:00
Eevee (Evelyn Woods)
fc1f85dac9
Fix Lynx force floor compat switch; ensure monsters can't turn in traps
2021-05-11 16:31:28 -06:00
Eevee (Evelyn Woods)
9369b2b167
Partially restore Lynx force floor behavior
2021-05-10 20:46:19 -06:00
Eevee (Evelyn Woods)
08c86c6129
Refactor sliding handling
...
Eliminates a number of annoying little hacks by getting rid of
`slide_mode` and instead trusting the terrain, live, like CC2 seems to
do (and Lynx definitely does).
2021-05-10 20:23:02 -06:00
Eevee (Evelyn Woods)
af66a53b2b
Fix ghosts switching railroad tracks
2021-05-08 17:51:56 -06:00
Eevee (Evelyn Woods)
172a8e8a6b
Stick the buggy CC2 green teleport behavior behind a compat flag
2021-05-08 17:31:47 -06:00
Eevee (Evelyn Woods)
eebe8b9581
Emulate an obscure CC2 bug when selecting a green teleport destination
2021-05-08 17:13:48 -06:00
Eevee (Evelyn Woods)
8efa3a572a
Partially consolidate slide overriding on force floors vs teleports
2021-05-07 23:44:05 -06:00
Eevee (Evelyn Woods)
e45a580d1a
Restore the template's facing after a failed wired clone
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Also remove a hack for an edge case that's been fixed with the recent
changes to death handling.
2021-05-07 22:40:30 -06:00
Eevee (Evelyn Woods)
2b488b2d89
Disable lilypad/popwall effects when activating dynamite
2021-05-07 22:40:21 -06:00
Eevee (Evelyn Woods)
b7e352a4a3
Switch to Lynx's delayed green button effect
2021-05-07 22:39:31 -06:00
Eevee (Evelyn Woods)
9883dcf4ef
Bring death and spring mining more into line with CC2
...
- Players and monsters do, in fact, block each other. The helmet only
prevents death.
- Death happens during collision check, which is the entire reason items
don't save you: you're collided with first! This allows removing
several special cases.
- Spring mining is prevented almost incidentally, by virtue of collision
being checked both at decision time and movement time. It /can/
happen to actors other than the player, but seemingly not blocks.
- Some monsters, whose movement is essentially forced anyway, skip the
decision time collision check. This includes doppelgangers, which is
why they always spring mine.
2021-05-07 17:51:11 -06:00
Eevee (Evelyn Woods)
24a55d7c88
Move the hairy Cell collision methods into Level
2021-05-06 12:44:29 -06:00