511c18f90e
remove offset when choosing category of upgrade
2025-01-26 22:15:03 -08:00
142810ee2d
scatter xp drops more
2025-01-26 22:11:02 -08:00
50beae1852
don't attract xp when dead
2025-01-26 22:08:16 -08:00
9c95fc1784
suck! suck! suck! suck! suck! suck! suck! suck!
2025-01-26 21:00:39 -08:00
cb2d24c9d0
thrust performance is now also an option
2025-01-26 20:38:31 -08:00
67603f8496
start of normal ship upgrades
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todo: thrust upgrade
2025-01-26 20:21:06 -08:00
2cebea663f
make stat modifications actually work
2025-01-26 13:14:59 -08:00
eed7b6af87
unique bullet base instances
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peel off new copies of ammo when using a new gun so we can upgrade it without screwing up the base stats
2025-01-26 13:07:43 -08:00
26c3a5b91e
actually fix starting ammo
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also improve box overflow
2025-01-26 12:50:27 -08:00
44c70a028f
fix starting ammo
2025-01-26 12:45:43 -08:00
a90caeba85
make level less spewy, finish renaming s to icon
2025-01-26 12:42:57 -08:00
cd5b79ef4a
prototype: gun picking
2025-01-26 11:21:32 -08:00
637eed1eb8
autofire and three guns
2025-01-26 01:06:37 -08:00
55ab256539
oh right I changed that name
2025-01-26 00:32:17 -08:00
22d13121a9
placeholders for card draw
2025-01-26 00:30:09 -08:00
58da8e6dc3
fix hokey pokey menu
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the menu eases in, the menu eases out, the menu eases in and you shake it all about
2025-01-20 18:02:50 -08:00
8ff0732cbc
draw rearm pane; exit behavior is broken
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Nil transparency has screwed me over; I am uploading this version as
an illustrative example
2025-01-20 17:43:21 -08:00
c88e7c0657
I really wish Lua had real classes rather than forcing you to assemble it yourself
2025-01-20 17:09:47 -08:00
ff3552bc45
fix unit error for xp frame logic
2025-01-20 17:02:02 -08:00
2dcb95b0cd
menu prototype
2025-01-20 16:59:57 -08:00
87451bbd3a
incomplete start to porting ui
2025-01-12 22:58:20 -08:00
89a42e6c8b
improve xp gem art
2025-01-12 21:51:32 -08:00
e2be11a2da
fix order of magnitude error in XP logic
2025-01-12 21:47:11 -08:00
175099d778
make maxval work better near p8 precision limits
2024-12-29 23:44:39 -08:00
33fede4ed8
update comment about off-by-1 error
2024-12-29 23:41:47 -08:00
afa1f22170
go back to 0x0.0001 increments for xp
...
I foresee the 32K limit being a bigger problem than the math in vertmeter, although I will probably need to go patch vertmeter up too
2024-12-29 23:39:56 -08:00
78b200272e
fix shield crash
2024-12-29 23:33:45 -08:00
42ac2abc20
groundwork for full mode switching
2024-12-29 23:26:48 -08:00
c55ea000fd
whoosh animation when level up pending
2024-12-28 19:56:42 -08:00
2c1ad0a0b3
drop xp gems
2024-12-28 19:27:54 -08:00
d799947c46
it would hlep if I actually removed the old text
2024-12-24 15:06:18 -08:00
1a7bc7094e
HP/XP labels look much better and correctly-associated now
2024-10-27 13:16:37 -07:00
39d53c45aa
xp and hp brighter and closer to meters
2024-09-07 16:36:30 -07:00
5870c129eb
staggered "xp", "hp" labels in UI
2024-09-07 16:33:58 -07:00
68863280f3
stagger the bars
2024-09-07 16:17:38 -07:00
3f7c4f59c0
stretch meter area
2024-09-07 16:15:00 -07:00
804eb62ae7
p is now x in ui
...
"x" looks pretty bad with a drop shadow! will tweak soon anyway
2024-09-07 16:07:40 -07:00
303148876d
Remove power mechanics. Replace with XP stub.
...
Also a few random comments and cleanups along the way.
2024-09-07 16:04:01 -07:00
b379e47dbf
bonus shield powerup
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mostly to test whether redistributing the shield and health meters works
2024-09-02 15:22:33 -07:00
f9ba59d992
refactor mknew
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saves tokens, harder to forget to use it
2024-09-02 15:08:58 -07:00
dd143060ac
squash: refactor bullets to remove enemy
flag
...
commit ead2a7d8744480ac2c08a241ef1a8a621554dd0b
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Mon Sep 2 14:45:56 2024 -0700
fix remaining `vulcan`-family bug
commit 571412b15e11c85dc54c4e38d527842746129ea4
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Mon Sep 2 14:15:56 2024 -0700
fix chasey xl offsets
commit 907bd8318c6d3d50d28ef824ae582c43278d3148
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Mon Sep 2 14:12:35 2024 -0700
several more fixes, now runs to the end but shot offset is wrong
commit 71705524484e47b834be98047d0038c53c9ab486
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Mon Sep 2 13:41:42 2024 -0700
first three waves of bug fixes
commit 01ab6d39691d1d55755b61d47bd050b508210254
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Mon Sep 2 12:59:49 2024 -0700
maybe the rest of the refactor?
commit 7869192dee4bf796cba7c4ed1a45a1cbc5aa6b56
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Tue Aug 20 01:21:13 2024 -0700
partial refactor continued
commit a4658e3ef41cc5c9a79d3f207914147e5b07c2c7
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Mon Aug 19 16:00:16 2024 -0700
halfway through bullet refactor
2024-09-02 14:46:51 -07:00
cc1e7ea5b7
surive at 0hp and adjust hp values to match
...
Instead of doing a special case for 1HP, 0HP is survivable, ships die
at negative HP instead. all ship health is adjusted to match, assuming
the weakest shot is 0.5hp, which is currently true. the "real" game will
totally rebalance all ships and weapons anyway.
we're getting close to when I have to stop dawdling and implement the
real game, the engine is _there._
2024-08-18 14:57:29 -07:00
6b8efe3438
fix HP-only mode
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it was showing the bar intended as the warning that there's no HP
under the shield. but I tried it and that bar just makes it look like
there *is* a sliver of health, which there isn't. so it's better off
without that in either mode.
2024-08-18 14:49:44 -07:00
c2668cefea
handle 0 shield and 1 max HP cases
2024-08-18 14:40:11 -07:00
eebd84544b
one hit comment now shows correct value to use
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some guns do less than one damage per shot (vulcan gun does 0.5), so
Instant Death Mode needs to max at 0x0.0001, the smallest nonzero value
in Pico-8's fixed-point numeric type.
One Hit Mode is just a comment for now, but I've been uncommenting it
to test it. Note that replacing the health meter with a "!" is triggered
by max HP + max shield <= 1 because 1 hp shows an empty bar.
this needs some more special cases for low-HP ships with active shields.
2024-08-18 01:57:53 -07:00
965fc0d688
major rebalances
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10s generator is too slow -- 10 seconds ago is an eternity in a shmup
and a player who has stopped firing should recover much faster. The
generator's max capacity is much lower and shield cost has been
rebalanced to match.
The Protron is much more expensive to fire, it was previously just
easy mode.
Shields now recover faster _once they start recovering_ (every second
if energy is available) but getting hit causes a "penalty cooldown"
that is much longer than the standard recovery interval. This behavior
is taken from Halo and basically every modern FPS that came after it;
it's unlike Tyrian, which had consistent shield recovery behavior.
But I think Halo's rule plays much better.
2024-08-18 01:46:39 -07:00
cc3ed20f76
fix overshield
2024-08-18 01:29:27 -07:00
fa0cff1ffc
one hit mode, fix vertmeter
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full height meters overflowed p8num range
2024-08-18 01:28:12 -07:00
4f8b861cdb
okay I special cased it
2024-08-18 01:14:05 -07:00
5dc259c094
the Secret Hit Point: you have 1hp when the meter is empty
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this won't work if your maxhp is 1, will need to special case that
2024-08-18 01:13:25 -07:00