Eevee (Evelyn Woods)
8f40f575bf
Introduce a DrawPacket to consolidate draw arguments; fix blurriness of double-size monsters
2021-01-08 16:28:08 -07:00
Eevee (Evelyn Woods)
560fd93c8b
Reveal popdown floors when there's an item on them, too
2021-01-08 15:01:30 -07:00
Eevee (Evelyn Woods)
f35da9cc2b
Finally populate the options dialog, with volume controls and tileset selection
2021-01-06 19:04:28 -07:00
Eevee (Evelyn Woods)
aed96c8e41
Add a bunch of minor rendering stuff
...
- Added the active player background
- Added bomb fuses (though LL doesn't use them)
- Added CC2-style double-size blob and walker (though LL doesn't use them)
- Added the rover's directional overlay
- Added custom push animations
- Added custom bouncing heart animations
- Added a puff when opening a door or socket, or revealing a fake floor
- Fixed the rover's animations being a bit mixed up
- Fixed player walk animations occasionally being glitchy
- Touched up the fake floor x-ray tile
- Touched up the canopy x-ray tile
- Touched up the purple ball's shadows
- Touched up the transmogrifier and transmogrify flash
2021-01-05 17:10:21 -07:00
Eevee (Evelyn Woods)
d1646532d5
Draw the countdown frames for the time bomb, and improve its artwork
2021-01-03 13:20:28 -07:00
Eevee (Evelyn Woods)
e277a1363e
Add a transmogrify sparkle
2021-01-01 21:27:10 -07:00
Eevee (Evelyn Woods)
83793603d3
Improve interactions between turn-based mode and tic navigation
2021-01-01 13:10:48 -07:00
Eevee (Evelyn Woods)
adac6774a4
Remove duplicate code in Tileset drawing
2021-01-01 12:47:54 -07:00
Eevee (Evelyn Woods)
c8686f9d66
Copy a level's title to the right places in the editor so it shows in the level browser
2021-01-01 12:44:20 -07:00
Eevee (Evelyn Woods)
de53582d47
Fix perception and use it to implement the xray eye
2020-12-29 20:42:53 -07:00
Eevee (Evelyn Woods)
b9a311a18c
Merge thin walls into a single tile; split "overlay" layer into correct CC2 parts
2020-12-29 19:29:22 -07:00
Eevee (Evelyn Woods)
1c5f63b61b
Add a new experimental tile: sand
2020-12-29 17:08:51 -07:00
Eevee (Evelyn Woods)
f6f83a45f1
Add a teleport flash
2020-12-28 14:21:28 -07:00
Eevee (Evelyn Woods)
1e79704f70
Add more experimental tiles: gates and a skeleton key (also some tileset touchups)
2020-12-28 14:00:47 -07:00
Eevee (Evelyn Woods)
8fbd454059
Fix rendering in CC2 mode
2020-12-26 04:08:54 -07:00
Eevee (Evelyn Woods)
9c2809be29
Fix interpolation after the tic -> frame change
2020-12-26 03:41:35 -07:00
Eevee (Evelyn Woods)
148beb7d74
Implement all-players-exit behavior; touch up locks, buttons, logic gates; fix demo saving
2020-12-19 17:16:50 -07:00
Eevee (Evelyn Woods)
78f59b38c1
Rewrite wiring code and fix basically all issues with it; faster, undoable, etc.
2020-12-18 19:58:12 -07:00
Eevee (Evelyn Woods)
1021f30fb8
Partially fix rendering of crossed wires
2020-12-16 00:21:28 -07:00
Eevee (Evelyn Woods)
55f0d51e1c
Borrow some comments from magical's PR that they did at the same time
2020-12-15 23:00:22 -07:00
Eevee (Evelyn Woods)
62eb1a86e4
Fix some minor wire bugs: NOT/counter/pink button power drawing, circuit block motion, nested wire tunnels
2020-12-15 22:57:32 -07:00
Eevee (Evelyn Woods)
3e18e38f15
Add rough implementations of dynamite and bowling ball
2020-12-14 23:25:48 -07:00
Eevee (Evelyn Woods)
299b1578a7
Mostly revert actor loop reorg
...
I was right the first time, and I've proven it to myself now. I
originally made the change because I couldn't see any other way to fix
the ICEBERG replay from Steam CC1, but now, I do!
2020-12-12 17:57:47 -07:00
Eevee (Evelyn Woods)
8671bee08b
Run wiring thrice per tic; recognize some tiles have odd propagation rules
2020-12-11 22:49:23 -07:00
Eevee (Evelyn Woods)
2f130861d6
Remove animation_{progress,speed} and fix interpolation
2020-12-11 13:56:41 -07:00
Eevee (Evelyn Woods)
b75253a249
Rearrange actor loop to put movement advancement at the end
...
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2. Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.
This does make the turn-based stuff //way// simpler, though.
2020-12-10 18:51:40 -07:00
Eevee (Evelyn Woods)
823fe4de37
bestowal_bow => gift_bow, directional_block => frame_block
2020-12-10 13:28:40 -07:00
Eevee (Evelyn Woods)
b2ff27f241
New LL tile: circuit block, which overrides any wiring below it
2020-12-09 20:23:27 -07:00
Eevee (Evelyn Woods)
235cc79e8b
Add LL-specific exit poses for Lexy and Cerise
2020-12-09 20:22:35 -07:00
Eevee (Evelyn Woods)
a44ed295a2
Fix ball animation
2020-12-08 17:23:27 -07:00
Eevee (Evelyn Woods)
4ee56fad01
Briefly reveal invisible walls, as in CC2
2020-12-08 12:48:25 -07:00
Eevee (Evelyn Woods)
30261a106f
Mostly implement rover
2020-12-06 16:51:24 -07:00
Eevee (Evelyn Woods)
54381370c0
Add timid teeth; move movement decisions onto tile types; improve doppelganger behavior
2020-12-06 16:16:04 -07:00
Eevee (Evelyn Woods)
700d3898ab
Add a half-baked notion of perception level to tile rendering
2020-12-03 21:18:46 -07:00
Eevee (Evelyn Woods)
0885bfc9d2
Make hook load, canopy work, and force floors reverse with gray button
2020-12-03 17:48:24 -07:00
Eevee (Evelyn Woods)
8d197ce479
Add a basic implementation of doppelgangers
2020-12-02 15:03:13 -07:00
Eevee (Evelyn Woods)
f0680ce0c4
Cleaned up several tile properties; added railroad adjusting
2020-12-02 13:54:32 -07:00
Eevee (Evelyn Woods)
ec5d9f7b12
Editor: Add selected tile, tool help, and hint editing; clean up toolbar style
2020-12-02 11:34:46 -07:00
Eevee (Evelyn Woods)
560a89cfd3
Fix using the wrong tile for the railroad switch
2020-11-30 09:09:21 -07:00
Eevee (Evelyn Woods)
8d26de6915
Implement railroad rendering
2020-11-28 12:56:08 -07:00
Eevee (Evelyn Woods)
50c81c5c96
Add directed blob + walker sprites and a custom slime splash (btw slime now destroys stuff)
2020-11-25 03:37:58 -07:00
Eevee (Evelyn Woods)
3a454d77f5
Implement the remaining logic gates and /most/ of their rendering!
2020-11-25 03:14:06 -07:00
Eevee (Evelyn Woods)
ac6e33bb6c
Simplify blitting; fix arrow blitting; impl light switch; load more items
2020-11-25 01:14:15 -07:00
Eevee (Evelyn Woods)
e803af2fd2
Handle actors starting on force floors; partially implement item bestowal
2020-11-23 19:22:59 -07:00
Eevee (Evelyn Woods)
49ff0d9723
Clean up wiring drawing and logic (zero gates is now a no-op!); begin implementing logic gates
2020-11-01 11:36:17 -07:00
Eevee (Evelyn Woods)
060dfdc7d7
Implement drawing and correctly pushing directional blocks
2020-10-28 00:17:41 -06:00
Eevee (Evelyn Woods)
2820c067c5
Implement the CC2 "no sign"
2020-10-23 17:37:50 -06:00
Eevee (Evelyn Woods)
8adb630862
Add partial wiring support
2020-10-01 06:46:07 -06:00
Eevee (Evelyn Woods)
9b873764fb
Shim around several compat issues that affect CCLP levels
...
- CCLP1 #81 requires pushing blocks off of blue walls, which is
impossible in CC2 but allowed in TW Lynx (unclear if this is a lynx
behavior or a tw bug)
- CCLP1 #89 has a tank start on a recessed wall and drive off of it,
expecting the recessed wall to be left alone, but under CC2 rules it
becomes a wall; such walls are now automatically converted to a new
tile, the "doubly recessed wall", which restores the expected behavior
without changing how recessed walls work in general
- CCLP4 #135 expects pressing a blue button to not affect blue tanks
that are currently in mid-slide
In addition, the behavior of blue buttons now matches the Lynx/Steam
behavior: the press is stored as a flag and queued until the tank is
next able to move.
2020-10-01 03:08:25 -06:00
Eevee (Evelyn Woods)
684021f93d
Fix typo in drowned player tile
2020-09-27 04:03:15 -06:00