67603f8496
start of normal ship upgrades
...
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
...
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
...
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
...
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
e0b784ce7d
clean up, run at 60 fps
...
now the bounce animation feels like it takes too long, trying to fix it
2024-12-26 17:43:04 -08:00
e1a70cc6fc
dark blue, not dark gray, for pane bg
2024-12-26 17:16:48 -08:00
cbdf2a27cd
fast quadratic exit feels better
2024-12-26 17:05:55 -08:00
caaf848722
fixed it
2024-12-26 16:59:43 -08:00
25f58d5cce
messed up entry animation but it's a start
...
* wrong Y positions for everything
* both directions are "enter"
2024-12-26 16:19:52 -08:00
c15ec61494
partial prototype of object-oriented drawing and entry
2024-12-26 12:32:31 -08:00
7ff5cf97ad
functioning prototype
2024-12-24 19:23:14 -08:00
f761d1a172
prototype for REARM screen UI
2024-12-24 19:04:07 -08:00
98f56328a6
off by 1
2024-12-24 18:10:48 -08:00
93792c36c9
sketch for possible REARM ui blank
2024-12-24 18:10:17 -08:00
d799947c46
it would hlep if I actually removed the old text
2024-12-24 15:06:18 -08:00
f3a84573e6
remove readme from .p8 into a separate .md file
2024-12-24 15:04:23 -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
...
mostly to test whether redistributing the shield and health meters works
2024-09-02 15:22:33 -07:00
4ca3913637
it's still tyrian-like so update last_tyrianlike
2024-09-02 15:09:27 -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
60b685d94b
save a copy of vacuum_gambit.p8 as last_tyrianlike
...
next step is to pick a real direction -- MMBN-like (+STS-like) or
Survivors-like -- and adapt to match. I am likely to completely remove
the energy system and use permanent autofire, freeing both fire buttons
for more interesting tasks. It loses the opportunity to create a dynamic
around baiting an enemy to keep shooting so its shields don't recover,
but I don't think it loses a lot else.
Either energy management needs to become really important and the game
becomes strategic and tactical, or it needs to be a non-issue and it is
an arcade game. Tyrian itself did not make the energy system interesting
and it was just a tax, so making it interesting would be doing something
new. But I think it's a kind of "interesting" that almost nobody would
adopt unless I go _very hard_ into creating a tactical/strategic shmup.
A shmup that is actually a strange kind of RTS sounds... really cool,
actually, but I'm not at all confident I could design it.
Removing energy entirely gives us a button _and_ a meter back, which
can be used for XP (Survivors-like) or rearm time (MMBN-like).
2024-08-18 15:04:17 -07:00
cc1e7ea5b7
surive at 0hp and adjust hp values to match
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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