38bac54ff0
add color fade to text box, default to intended semantic text palette
2024-02-10 16:10:34 -08:00
1529548d61
slightly tinker with default effect settings
2024-02-10 00:59:07 -08:00
873722b1ac
implement emergency exit hook
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awakener itself is not implemented but the code to get there is there.
the awakener itself needs the entire text zonk engine first
2024-02-09 23:06:28 -08:00
db7ce90182
consent screen prototype
2024-02-09 22:44:07 -08:00
ebf8c3921e
fade out title screen
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also reduce min AO splash time from 1sec to 0.5sec
2024-02-09 21:20:08 -08:00
033a71d767
"adults only" splash
2024-02-09 21:11:11 -08:00
ff60db72ad
breath signal layer
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might want to make it more subtle later but I'm zonking myself with it
for now. can just add a fuzz stage to it if I want. these colors are not
final, but I think I do not want to do anything clever with bitplane
interference at this time -- this effect is good as-is.
2024-02-09 19:50:54 -08:00
ef59dc3f6a
way trippier params; skip dolphin game while testing zonk bg
2024-02-09 00:30:45 -08:00
d5647a0328
fix mass and off-by-one errors
2024-02-09 00:30:19 -08:00
a659679b6b
also clear_alt_pal_bits in (demo) zonk squencer
2024-02-09 00:19:05 -08:00
cc4b6bffd3
clear_alt_pal_bits to reset what sea setup does
2024-02-09 00:14:31 -08:00
f3121b14e7
actually this looks pretty good at slower settings
2024-02-08 22:46:38 -08:00
3a88779e37
I have created an obnoxious background. it's a start
2024-02-08 22:42:32 -08:00
c02c15e79f
fade the title screen in
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also the ditherer automatically decides which way to go
2024-02-08 21:52:04 -08:00
bd7066b65e
Move fonts into the map.
2024-02-08 19:54:23 -08:00
a4cc495c48
use fade-out from my shmup engine
2024-02-07 23:11:14 -08:00
523361500a
create orchestrator system that actually works
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the slide off screen bit creates a palette problem but that's separate
2024-02-07 00:35:27 -08:00
76afbcbfe1
all states exist! they're okay
2024-02-05 23:53:52 -08:00
470b909d0a
not a great sprite but it's a start
2024-02-05 23:42:59 -08:00
c570453488
more graphics
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including some jank auto-rotated sprites I am now redoing by hand
2024-02-05 23:30:33 -08:00
4ee343621c
hand-modified RotSprite result for steep angle
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rotsprite did pretty well!
2024-02-05 20:07:47 -08:00
bf530ddb83
fix bounding box size for small font
2024-02-05 11:29:31 -08:00
7b01fe5d20
looks better with higher water
2024-02-05 09:41:55 -08:00
3870e3882e
sprite prototype
2024-02-05 09:25:06 -08:00
135d6ea4eb
use a font small enough it might be possible to miss sometimes
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packing two custom fonts into the cartridge is going to be a problem
for character count and compressed size. I'll figure something out
2024-02-05 01:24:42 -08:00
0b43ffdaab
Score display
2024-02-05 01:11:26 -08:00
fddde7b646
word targets!
2024-02-05 01:03:21 -08:00
27891e5b2d
rearrange more tabs
2024-02-05 00:18:30 -08:00
03bb80f27b
rearrange stuff
2024-02-04 23:28:43 -08:00
086abfeb71
ooh, -x bias on splash makes a big difference
2024-02-04 22:13:35 -08:00
8604cf2308
rework splashing
2024-02-04 22:02:49 -08:00
ca7517cc3a
splash!
2024-02-04 21:52:50 -08:00
6054e2d182
move sprite rendering to the correct tab; add error sprite
2024-02-04 21:07:33 -08:00
ae58950209
fix indentation
2024-02-04 21:01:19 -08:00
5b997936f0
the sea looks pretty cool now
2024-02-04 20:16:46 -08:00
a2fa6c0202
spend a local, save a function call
2024-02-04 19:30:16 -08:00
d1bc8cb072
wait, I made it better! by which I mean worse
2024-02-04 19:29:25 -08:00
a33b907755
it is now as confusing as possible!
2024-02-04 19:26:35 -08:00
03de542e3a
sea rendering: palette now matches wave position
2024-02-04 19:22:49 -08:00
cde36e2cf9
colors for arcade mode. they're all weird
2024-02-04 18:36:02 -08:00
8c0b369339
wave top
2024-02-04 17:49:08 -08:00
51522e699c
start assembling arcade_level
...
* removed existing test items, newtitle now returns arcade_level.new()
* rearranged stuff so initializers wouldn't complain
* specialized linked list to event list
* convert "strip" to "update" -- strips based on update calls
* removed assorted list manipulations I don't need
* stupid sky/sea prototype
* assemble overall frame
* assorted placeholders and todos
* since sky will probably be blue, plan for a pink dolphin
* splash callbacks now part of the level, dolphin is told what to
call back into; may rework this latre when I am trying to squeeze into
token limits
* added time offset arg to wave generator, although I am not sure I will
actually use it
* noted plan to change wave pattern to look more sea-wave-y. wave curl
is probably not going to happen, though, since that can't be expressed
as a pure Cartesian function due to multiple Y values for an X
2024-02-04 15:12:17 -08:00
1ad0e973a5
switch palette strategy.
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more work to do - this doesn't handle undulating waves. but with dolphin physics in, the rest of the arcade screen comes tomorrow
2024-02-04 01:26:45 -08:00
69dab5482a
Better-feeling physics constants and behaviors
2024-02-04 01:15:56 -08:00
373d1d6b11
remove a part of bounce physics I was messing up
2024-02-04 00:26:48 -08:00
258a3ef66b
add stripe, fix a sign error, some braking when crossing water at high speed
2024-02-03 23:41:00 -08:00
16469f0863
it compiles! it's fucked up but it compiles
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sign errors and math errors abound
2024-02-03 21:10:03 -08:00
525c7e0cb6
first guess at movement. untested
2024-02-03 20:52:48 -08:00
e00bce0426
dolphin physics skeleton
2024-02-03 19:37:43 -08:00
61c462d560
midpoint based dolphin positioning
2024-02-03 19:26:02 -08:00