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Commit Date  
[r470] by SumolX

Slight fix to system options menu.

2007-02-13 05:59:09 Tree
[r469] by SumolX

New System Options Menu to clean up main options menu. SDL now has FPS Counter. Enemies now have a weapon system. Lastly, The scroller functions are also changed, now the level can scroll up/down automatically if its direction is LEFT, RIGHT or BOTH. Maybe it's good for creating levels that are higher than 256.

2007-02-13 05:22:44 Tree
[r468] by SumolX

pow() added as its not part of the sh-elf environment!

2007-02-12 22:29:37 Tree
[r467] by SumolX

Updated to sprite_list to spritecached and soundcached had bug in comparing paths.

2007-02-07 03:40:18 Tree
[r466] by SumolX

v2.0053 SDL && GP2X needed seperation on fullscreen + scalescreen

2007-02-03 01:49:57 Tree
[r465] by SumolX

v2.0053 Bug Fix release Refer to bug tracker.

2007-02-03 01:31:26 Tree
[r464] by SumolX

optimizations in vga_setpalette()

2007-01-24 22:52:10 Tree
[r463] by SumolX

user can now escape from display_credits().

2007-01-16 16:23:45 Tree
[r462] by SumolX

Added more robustnuess to last update:

for(i=0; i<models_loaded; i++){
if(model_list[i]->type == TYPE_PLAYER){
for(weap=0; weap<MAX_WEAPONS; weap++){
if(strncmp(newchar->name, model_list[i]->weapon[weap], MAX_NAME_LEN) == 0){
players_weapon = 1;
break;
}
}
}
if(players_weapon) break;
}

2007-01-14 17:26:20 Tree
[r461] by SumolX

Previously smartbombs would only allow "type players" to have full access
to smartbomb properties. Now if a weapon is associated with player we will
scan for all weapons that are to be used and allow them as well to have
full control to smartbomb.

before:

if(newchar->type == TYPE_PLAYER){
newchar->dofreeze = atoi(findarg(buf+pos, 3)); // Are all animations
frozen during special
newchar->speclen = atoi(findarg(buf+pos, 4)) * GAME_SPEED;
}

after:

for(i=0; i<models_loaded; i++){
for(weap=0; weap<MAX_WEAPONS; weap++){
if(strncmp(newchar->name, model_list[i]->weapon[weap], MAX_NAME_LEN) ==
0) players_weapon = 1;
}
}

if(newchar->type == TYPE_PLAYER || players_weapon){
newchar->dofreeze = atoi(findarg(buf+pos, 3)); // Are all animations
frozen during special
newchar->speclen = atoi(findarg(buf+pos, 4)) * GAME_SPEED;
}

2007-01-14 16:43:29 Tree
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