Commit graph

47 commits

Author SHA1 Message Date
Andrei "Akari" Alexeyev
05a4f45aa8 Merge branch 'master' into rebalance 2017-04-07 15:54:20 +03:00
Andrei "Akari" Alexeyev
0e5d09c87a Moved stage rendering logic into a separate file 2017-04-07 15:20:45 +03:00
Andrei "Akari" Alexeyev
edf584b9f3 WIP rendering quality (resolution) settings.
Rewrote a lot of the stage drawing and FBO handling code. Introduced
some WTFs, hence the WIP.
2017-04-07 12:59:23 +03:00
Andrei "Akari" Alexeyev
f2f13af804 Merge branch 'master' into rebalance 2017-04-06 01:46:28 +03:00
Andrei "Akari" Alexeyev
784b04ea37 experimental laser clearing animation/mechanic, similar to how bullets die 2017-04-06 01:46:00 +03:00
laochailan
54323b13de reworded it slightly 2017-04-03 10:11:50 +02:00
laochailan
bc0c7696e6 added documentation for FROM_TO_INT 2017-04-03 10:10:58 +02:00
Andrei "Akari" Alexeyev
a1a8ea6a61 Merge branch 'master' into extraspells 2017-03-16 10:04:05 +02:00
makise-homura
6258bf5828 Deferred loading of resources.
TODO: deferred load of models, animations, dialog gfx
  TODO: work on deferred loading for spell stages
2017-03-11 21:32:00 +02:00
Andrei "Akari" Alexeyev
248210f575 Merge branch 'master' into extraspells 2017-02-27 17:36:43 +02:00
Andrei "Akari" Alexeyev
f61e77d351 pleasing the stages array haters 2017-02-27 16:27:48 +02:00
Andrei "Akari" Alexeyev
f2d385d147 Some stage-related refactoring 2017-02-26 14:17:48 +02:00
Andrei "Akari" Alexeyev
029c2597f6 Support extra spells in spell practice mode
Also fixed background lasers not rendering after @lasch0r's rebase
2017-02-25 00:08:23 +02:00
makise-homura
e8acbe923d Spell practice stages now use boss's bgm, not stage-related one 2017-02-20 22:28:22 +03:00
Andrei "Akari" Alexeyev
b88a6b0b42 Cleanup function for the stages array 2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
347f143a54 Unlock spellcards on story mode encounter
But only when not using continues!
2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
b900263611 StageProgress API 2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
2643c4df01 Initial support for persistent player progress storage
Only implements unlockable stages for now, but designed to be extensible.
See comments in progress.c for detauls.
2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
b68b70a562 Add stage_get_by_spellcard() 2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
1e6011433c Initial support for single-spell stages
Adapted all of the current spellcards into spellstages, which will
later be used in a spell practice mode a-la IN.
For now they are only accessible through the stage select menu or
by specifying their ID on the command line; both available only
if you built with -DTAISEI_DEBUG=1
2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
9a7a874783 Use the standard bool type instead of that stupid enum
Also removed all of the annoying trailing tabs/whitespaces
2017-02-11 05:56:47 +02:00
Andrei "Akari" Alexeyev
0bbf1a619e Further refinements to replay API and structures
Compatibility preserved.

The replay API functions are now completely independent of the global state.
2017-02-10 01:24:19 +02:00
makise-homura
4b26b3ebb9 Boss BGM title now may have different color rather than same as stage tilte color (this makes sense on stage 4) 2017-02-03 18:56:36 +03:00
Andrew "Akari" Alexeyew
536b5b7f09 "Fixed" a stupid input workaround. It doesn't depend on keyboard anymore. 2012-08-17 21:58:23 +03:00
laochailan
c4e0298922 blocked ingame menu, instantselect flag 2012-08-12 20:16:40 +02:00
Andrew "Akari" Alexeyew
779ff58684 Fixed all the () prototypes, changed to (void) 2012-08-10 23:08:51 +03:00
laochailan
72d789ab5a Merge branch 'master' into stage6 2012-08-03 17:07:07 +02:00
laochailan
62621ae345 removed some ancient comments 2012-08-03 17:06:25 +02:00
laochailan
a8251b1966 Merge branch 'master' into stage6
Conflicts:
	shader/laser_snippets
	src/CMakeLists.txt
	src/global.h
	src/projectile.c
	src/stage.c
	src/stage.h
	src/stages/stage3.c
	src/stages/stage3_events.c
	src/stages/stage4_events.c
2012-08-03 16:55:10 +02:00
laochailan
40d9e9c0a4 stage rename 2012-08-03 16:30:32 +02:00
laochailan
5cfb3cbb1a stage 6 background initial 2012-07-28 09:10:29 +02:00
laochailan
577f0ef204 added stage title display 2012-07-27 12:18:21 +02:00
laochailan
f8b9194fed Stage 5 skeleton 2012-07-20 15:53:41 +02:00
Andrew "Akari" Alexeyew
ccc9f341db suddenly, replays, thousands of them. (not really, just one for now) 2012-07-14 20:46:03 +03:00
Andrew "Akari" Alexeyew
ef7c536786 Merge remote-tracking branch 'upstream/master' into stageselect
Conflicts:
	src/main.c
	src/menu/mainmenu.c
2012-07-14 11:44:24 +03:00
Andrew "Akari" Alexeyew
db8dfd3580 Added stageselect menu for the debug mode 2012-07-14 11:40:21 +03:00
Andrew "Akari" Alexeyew
f5e18a3030 Stages are registered in a global array 2012-07-14 10:40:37 +03:00
laochailan
89a019f1fb Stage 3D background system/Stage 2 background
shaders!
2012-01-06 21:52:55 +01:00
laochailan
8b5b9c7d77 Difficulty levels (and even better menu selector) 2011-11-06 16:17:46 +01:00
laochailan
fe542e5378 Improved the boss system
by removing that strange waypoint system and replacing it by even more macro madness.
2011-08-23 17:37:14 +02:00
laochailan
bb7c527acb increased warning level; decreased warnings
proved necessary after the last session "taisei intelligence vs. stupid implicit declaration failure #9001"
2011-07-04 13:14:33 +02:00
laochailan
561a7faf4b fancyness and content
i am content with the current development of content.
2011-06-28 19:23:02 +02:00
laochailan
5a2ac5b7ba "API changes", swirl
you see dat swirl? you see two z^3*i^|z|?
2011-06-26 13:45:27 +02:00
laochailan
512fd9a8e3 deathbombing, marisa shot #1
DEATHBOMB_TIME shall be 10 frames. i think it's appropriate. marisa haz lasorz. (actually made of projectiles, not from lasers). some fixes.
2011-06-25 12:41:40 +02:00
laochailan
fbccb951c1 architecture for shader & boss shader
I didn't think about it. I just. wrote. and it looked like I wanted it to be. yay.
2011-04-25 19:40:21 +02:00
Lukas Weber
f35130ad1c openth becomes seiyou
After this short break, I have to announce that this project is no longer called openth. The name was stereotypical and conflicted with Open Theme Hospital. Thus, gentlemen, we are now working on Seiyou (西洋). Thanks to lachs0r for this wonderful suggestion.

Also the lincense has changed. Farewell, gnutardedness, hello MIT. I feel somehow relieved now after freeing the project of nearly one thousand lines.
2011-03-05 13:44:21 +01:00
Lukas Weber
95c257064c first commit
yay, let's get things started.
2010-10-12 10:55:23 +02:00