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Source (svn, archived) Commit Log


Commit Date  
[r1990] by raoul

-> Some gfx sources for the player switch anim

2010-01-16 02:28:23 Tree
[r1989] by raoul

-> Fix for broken links in "Facets" levelpacks

2010-01-15 23:46:03 Tree
[r1988] by raoul

-> New weight item models for all resolutions

2010-01-13 02:36:42 Tree
[r1987] by ral

Homepage:
- update of section Application development
- addition of section Localization

2010-01-12 23:35:47 Tree
[r1986] by ral

Trunk 1.1:
- status bar with player indicator:
- squeeze inventory items all resolutions
- add animated player icon
Note:
- this commit is incomplete, just for testing purposes

2010-01-11 00:11:43 Tree
[r1985] by ral

Test Level new API:
- updated ac_horse test level

2010-01-10 18:56:36 Tree
[r1984] by ral

Trunk 1.1:
- ac_horse: improve automatic move behaviour
- add attribute "destidx" representing the index of the current destination
- add attribute "loop", default true, indicating if destidx 0 follows last
valid destination index
- add attribute "steady", default true, indicating algorithm:
- true, force does always direct to next target position (old behaviour,
with big loops in trajectory
- false, force deaccelarates horse when reaching target, directly reach
target with minimum hit of other tiles
- in case a destination position is covered by a stone the target is now
reached, allowing horses to target and hit switches, stoneimpulses, etc.
- on every reached destination position the actors target action is performed
allowing the author to reprogram the destination
Note:
- these actor steering algorithms will likely be supported by other actors in
future as well
- these algorithms are the basis for future keyboard based control of Sokoban
like levels.

2010-01-10 18:41:40 Tree
[r1983] by ral

Homepage: statistics December 2009

2010-01-07 22:34:16 Tree
[r1982] by raoul

-> New models for the cross flavor of the blur stone

2010-01-07 00:57:13 Tree
[r1981] by raoul

-> Passage ans blur models and shadows for gfx{32,40,48}

2010-01-06 19:07:31 Tree
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