55 Commits

Author SHA1 Message Date
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
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
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
mostly to test whether redistributing the shield and health meters works
2024-09-02 15:22:33 -07:00
f9ba59d992
refactor mknew
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
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
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
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
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
this won't work if your maxhp is 1, will need to special case that
2024-08-18 01:13:25 -07:00
51629376f2
adjust HUD
Health and shields now share one bar. one hit point is (about) the same
size in each. There is an indicator splitting the two categories of HP.
2024-08-18 01:10:20 -07:00
c5e49740c4
reorganize UI 2024-08-17 23:22:42 -07:00
59738d0376
use constraints to make chasey chase; now it is not wiggly 2024-08-16 19:48:44 -07:00
ccb897af24
fix calculation 2024-08-16 19:37:05 -07:00
c130f4cf52
actually invoke calc_targets 2024-08-16 19:25:10 -07:00