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
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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
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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
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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