Commit graph

52 commits

Author SHA1 Message Date
Andrei Alexeyev
0343159260
added some glitches... 2017-10-01 11:59:32 +03:00
laochailan
683e0b3274
looping sounds and stage1 shot soundification 2017-09-30 19:33:07 +02:00
laochailan
03a2426012
update to use #pragma once 2017-09-27 14:14:53 +02:00
Andrei "Akari" Alexeyev
7c9e54a71d
update copyright and credits 2017-09-12 04:28:15 +03:00
Andrei "Akari" Alexeyev
82c9b733fa made stage shader rules take a pointer to the FBO instead of an index 2017-04-16 00:19:30 +03:00
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