Commit graph

128 commits

Author SHA1 Message Date
Andrew "Akari" Alexeyew
4eebea67e0 gameover improvements 2012-08-08 20:09:04 +03:00
laochailan
74c87da58b added debug checksum logging 2012-08-07 21:27:32 +02:00
Andrew "Akari" Alexeyew
7776443935 multistage replays 2012-08-07 06:28:41 +03:00
Andrew "Akari" Alexeyew
31690ef3dc fade from/to white; yukkuri image; added missing glColor calls 2012-08-06 07:17:51 +03:00
Andrew "Akari" Alexeyew
e2b8163447 Basic credits 2012-08-05 04:36:55 +03:00
Andrew "Akari" Alexeyew
4abcedba6d made it use SDL key repeat 2012-08-04 06:36:00 +03:00
Andrew "Akari" Alexeyew
a36502f648 Merge remote-tracking branch 'upstream/master' into stage3 2012-07-30 23:14:24 +03:00
Andrew "Akari" Alexeyew
b632a6124a fixed the strendswith function 2012-07-30 23:10:32 +03:00
Andrew "Akari" Alexeyew
fe4baa3b14 Merge remote-tracking branch 'upstream/master' into stage3 2012-07-30 19:23:43 +03:00
Andrew "Akari" Alexeyew
ddb6879892 Merge remote-tracking branch 'upstream/master' into stage3
Conflicts:
	src/global.h
2012-07-30 17:38:40 +03:00
Andrew "Akari" Alexeyew
11d46fee96 typo 2012-07-30 00:01:57 +03:00
Andrew "Akari" Alexeyew
e75f28e592 Made screenshots work with any resolution 2012-07-29 23:43:36 +03:00
Andrew "Akari" Alexeyew
a322371b5f Introduced playername option, fancied up the replayview menu, etc 2012-07-29 23:39:52 +03:00
Andrew "Akari" Alexeyew
cf6f58eae1 Fixed bitchy background autodisabler 2012-07-29 14:11:44 +03:00
Andrew "Akari" Alexeyew
c7886ac0ae Merge remote-tracking branch 'upstream/master' into stage3
Conflicts:
	src/enemy.c
	src/global.c
2012-07-29 09:19:58 +03:00
Andrew "Akari" Alexeyew
3d59ba51e4 user-adjustable resolution, fuck yeah 2012-07-28 23:53:53 +03:00
Andrew "Akari" Alexeyew
769c240e03 Merge remote-tracking branch 'upstream/master' into stage3
Conflicts:
	src/global.c
	src/global.h
2012-07-27 21:59:24 +03:00
Andrew "Akari" Alexeyew
389cf17827 Merge remote-tracking branch 'upstream/stage5' into stage3
Conflicts:
	src/laser.c
	src/laser.h
2012-07-27 21:55:34 +03:00
Andrew "Akari" Alexeyew
5a7f17a240 Added a custom random generator 2012-07-27 20:11:45 +03:00
laochailan
2b2ef64f06 correct fullscreen switching ingame 2012-07-25 15:37:31 +02:00
Andrew "Akari" Alexeyew
0dd3ae4848 first spellcard test 2012-07-18 20:19:14 +03:00
laochailan
6591d7cd9d Fixed show_fps drop on stage start 2012-07-17 09:55:06 +02:00
Andrew "Akari" Alexeyew
5308856f1f proper replay saving and some minor stuff 2012-07-16 18:47:06 +03:00
Andrew "Akari" Alexeyew
ccc9f341db suddenly, replays, thousands of them. (not really, just one for now) 2012-07-14 20:46:03 +03:00
laochailan
9cd2187225 GL profiling, removing redundant gl calls 2012-04-05 14:24:55 +02:00
laochailan
4bcf0e941e PNG screenshots 2012-01-14 16:16:07 +01:00
laochailan
75d7e8489e Using a VBO for all the quads. 2011-12-25 08:18:03 +01:00
laochailan
8b5b9c7d77 Difficulty levels (and even better menu selector) 2011-11-06 16:17:46 +01:00
laochailan
fc7b99325f Added MASTER SPARKU! 2011-07-05 15:20:19 +02:00
Akari
cde91d9cbd Merge branch 'master' into akari/options_menu 2011-07-04 14:22:18 +03:00
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
Akari
780fdd4135 Moved resources initialization memset to global_init 2011-07-04 13:40:09 +03:00
Akari
c25a62b99a More suitable ALUT (re)loading 2011-07-04 12:09:41 +03:00
Akari
7ac295276b Merge branch 'master' into akari/options_menu
Conflicts:
	src/global.c
	src/global.h
	src/main.c
	src/resource/texture.c
2011-07-04 10:37:34 +03:00
laochailan
0b2aaf0799 Split up Global and Resources
reduced number of variables.
2011-07-04 09:14:08 +02:00
Akari
db2842e595 Merge branch 'master' into akari/options_menu 2011-07-03 21:18:26 +03:00
laochailan
67aafc58b9 Reincluded ifdefs for mingw mkdir
also changed screenshot filename syntax to ISO date.
2011-07-03 20:14:53 +02:00
Akari
c75725f542 Added includes for "paths/native.h" and removed useless casts. 2011-07-03 20:49:52 +03:00
Akari
501f9a7c59 Made outpath allocate dynamically 2011-07-03 20:44:34 +03:00
Akari
48b8771905 Call the getter in draw_options_menu, so outside updates to options such as fullscreen are handled properly 2011-07-03 19:46:40 +03:00
Akari
39d6d9bccf A bit of cleanup and various fixes 2011-07-03 17:05:52 +03:00
Akari
599d5a8d82 Added a basic options menu. Doesn't save to the config yet. 2011-07-03 16:11:18 +03:00
Akari
9ffd4e2c5d Merged global_input into global_processevent 2011-07-02 21:13:21 +03:00
Akari
27c64baa76 Added a screenshot feature, default keybind - p. 2011-07-02 19:36:08 +03:00
Akari
c8bf2d8cab Added a key_fullscreen option to the config
Allows to define another toggle-fullscreen key in addition to the Alt+Enter shortcut. Defaults to F11 since it's common in many applications.
2011-07-02 17:06:10 +03:00
Akari
dd3b9ab635 Allowed the user to dynamically toggle fullscreen/windowed modes with the well-known Alt+Enter hotkey 2011-07-02 16:28:38 +03:00
laochailan
561a7faf4b fancyness and content
i am content with the current development of content.
2011-06-28 19:23:02 +02:00
laochailan
36e4dc331b compatibility for old hardware
added two config options:

disable_shader: will turn off the use of shaders and fbos in the game. there is no full replacement for them, however.
disable_audio: guess what.

both options *should* be activated automatically as soon as something goes wrong.
2011-06-27 13:36:35 +02:00
laochailan
82c464fe44 GLEW "error handling", cleaning paths
enough porting issues for now, i think.
2011-06-27 08:20:42 +02:00
laochailan
61c4d39b7e some independence 2011-06-26 20:23:28 +02:00
laochailan
e470236379 use glew and err.h replacement
some changes for compatibility and windows.
2011-06-26 16:10:13 +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
e2ec67bc39 Player Selection.
may also include traces of minor fixes i forgot.
2011-06-24 19:16:05 +02:00
laochailan
bd44c8b570 Marisa and difficulty menu 2011-06-24 12:35:03 +02:00
laochailan
3861a69d62 menus - the beginning
implemented:
[x] ingame menu
[x] main menu
[x] menus
[x] fancy fades
[x] structural earthquake
[ ] the rest of the main menu (difficulty/char select)
2011-06-13 18:48:36 +02:00
laochailan
332a01d53d Config parser
config files to be placed at: ~/.taisei/config

see config.example.
2011-05-21 18:20:04 +02:00
laochailan
d9fdc2aa0e Dialogs! conversational~
fun fact: taisei might build with -Wall -Werror now.
2011-05-08 13:48:25 +02:00
laochailan
c220f7b4ae uh cirno and poweritem -> item 2011-04-29 10:26:37 +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
laochailan
d280d8c8ad laz0rs
added straight and curved types of lasers. I'm searching for a better way to render them though. also, renewal of Youmu's shot, inspired by th13.
2011-04-24 15:39:17 +02:00
laochailan
a22ff34511 slave clean up
improvements on the slave system. it's player dependent and unglobalized. slaves are controlled by two different kinds of rules: a draw rule and a logic rule. this is necessary because some slaves need special appearances like Myon and drawing is only possible in stage_draw(). this also makes them configurable enough for different shot types and stuff.
2011-04-10 11:19:44 +02:00
laochailan
4583f592b6 Points and slaves
Another Sarrg commit implementing score, different items and alternative player shot modes. Some things need improvements, some don't. But this commit fixes a bug with bomb counting, which is I think enough reason to push it now.
2011-04-10 10:23:24 +02:00
laochailan
1a625a8ffa Bosses
added boss support. not enough time to explain.
2011-04-08 18:59:03 +02:00
laochailan
88a77b3fb8 sound system added
load_textures() was changed to load_resources() and will now load all sounds in sfx/. playing via play_sound(char *name) (or the pointer variant). positional audio is not implemented yet.

and some other changes.
2011-04-02 12:14:37 +02:00
laochailan
ec85251571 dynamic texture loader
The static texture loading was replaced by a dynamic loader. Every png file in gfx/ is (recursively) loaded at the beginning and accessed via get_tex(name) or get_ani(name).name for "gfx/stage1/border.png" would be "stage1/border".

Sprite information is to be specified in the filename in the pattern: ani_${row count}_${col count}_${animation frequency}_${name}.png
2011-03-19 16:21:48 +01:00
laochailan
a10f5eea93 power items.
Sarrg was friendly enough to provide us some power item support. Looks like in the orignal in some way.
2011-03-17 21:13:11 +01:00
laochailan
6036e5a44e or not fixed + border
The problem still is there I think. But look, I added the border! it will be used in stage 1.
2011-03-07 12:45:32 +01:00
laochailan
55c7866755 drawing gaps fixed
The gap problem is solved for now, by abandonning the frame limiter and setting simple delay plus using a higher framerate (100 FPS). but i had to regress to frame-dependent movement, because things were buggy.
2011-03-07 07:26:43 +01:00
Lukas Weber
90ad677742 frame independent movement
didn't fix the problem though.
2011-03-05 19:03:32 +01:00
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
efe53bb47b Bugfixes & more fancyness
Second commit today. Things from earlier were made even fancier and there are some minor bugfixes. Try focussing. :)
2010-11-28 12:54:13 +01:00
Lukas Weber
7ddf4fe3ca Fancyness! Fairies + HUD
- HUD is more like in original touhou
- Fairies look hot now.

- sorry for the giant svg diff :/
2010-11-28 07:31:26 +01:00
Lukas Weber
bdfceda7b9 Power! and fonts
I built some font support (new dependency: SDL_ttf). The Biolinum font of the Libertine project was included as the new ingame font.

Shot at fairies and you will get power. The system is pretty dumb currently, i guess i'll improve it somwhen. If you get a power level >= 2 you get a better shot. anyway, just testing. the player projectiles are somewhat uncomfortable to look at. to do.
2010-11-14 13:24:56 +01:00
Lukas Weber
6a418fe2a1 projectile drawing faster
performance improvements on the drawing part. mostly achieved by minimizing texture changes and efficient use of glScalef().
2010-10-18 14:40:15 +02:00
Lukas Weber
4cdadbc918 projectile collisions
player can be hit by projectiles now.
2010-10-17 09:27:44 +02:00
Lukas Weber
8e3970f3ae texture-projectiles/texture improvements
- added reimplementation of texture-projectiles (drawing them with opengl primitives wasn't a good idea after all).

Note: projectile graphics now contain two versions of the projectile, look at gfx/projectiles/ball.png for example. the left version is the uncolored part and the right one is the colored part. I added a shell script building these projectile textures from the B and G channels of an image to make storing the sources in one piece easier (reference: gfx/projectiles/{render.sh,ball.svg}).

- some improvements on texture loading/drawing + a fancy error message, so it won't segault silently at that place again.
2010-10-13 12:38:38 +02:00
Lukas Weber
832d733131 projectile textures disabled
disabled loading of non-existent textures for projectiles.
2010-10-12 18:17:15 +02:00
Lukas Weber
95c257064c first commit
yay, let's get things started.
2010-10-12 10:55:23 +02:00