cb2d24c9d0
thrust performance is now also an option
2025-01-26 20:38:31 -08:00
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