Edit manpage, prepare for realigning sprites
This commit is contained in:
parent
26ea2e3559
commit
bd38430cde
7 changed files with 33 additions and 4 deletions
|
@ -12,10 +12,14 @@
|
|||
- Hospital patient rooms
|
||||
- ES bonus buildings:
|
||||
- Bar:
|
||||
- Funny idea: leave a photobook of the owner (female) with some interesting images in it
|
||||
- Funny idea: leave a photobook of the owner (female) with some interesting images in it [UNDERGOUNG]
|
||||
- Therapist's office
|
||||
- Make font properly spaced; an idea was to move all characters to the RIGHT in the spritemap so that we only need the left offsets
|
||||
- IDEA: Replace jumping with a "Gesture" button. You can gesture when in front of certain objects to interact with them in alternative ways comapred to pressing Up. These would mostly be non-important and serve as world-building; think of it like an Inspect button
|
||||
- Figure out where the door SFX came from. They definitely weren't self-made, and while I remember they're CC0, I need to be able to prove it. As far as I know, I recall getting both door sounds from the same audio. CANDIDATES FOLLOW!
|
||||
- https://freesound.org/people/babuhr/sounds/513335/ (not it, but sounds akin to dooropen.wav)
|
||||
- https://freesound.org/people/Pfannkuchn/sounds/342873/ (sounds similar to doorclose.wav, has different pitch)
|
||||
- Remove Censor Mode from the base game and turn it into a patch / asset pack, it's retarded to have the BASE GAME include it
|
||||
- IDEA: For the Gestures, print flavor text to stdout should the platform be able to access it (terminal, output text, maybe espeak?). Simple way to have Lukifer say "hey, thing here, cool" and also allows for simple inspection of objects without having to make an animation for each
|
||||
- Add the ability for doors to be sideways. Give them a unique flag (INTER_DOOR_SIDE) and let them use FLAG_FLIPPED to determine direction, Lukifer "enters" by moving into the door automatically without stopping at it
|
||||
- Smooth out the level change from the changeroom trigger object (at least don't jar the camera back to default position)
|
||||
|
|
BIN
SRC_ASSETS/OPTIONSMENU.ase
Normal file
BIN
SRC_ASSETS/OPTIONSMENU.ase
Normal file
Binary file not shown.
BIN
WTH_Demo.wthdem
Normal file
BIN
WTH_Demo.wthdem
Normal file
Binary file not shown.
18
constants.h
18
constants.h
|
@ -12,6 +12,24 @@
|
|||
#define WTH_PLR_SLEEP_SPR 3
|
||||
#define WTH_PLR_SLEEP_LEN 0
|
||||
|
||||
#define WTH_SPR_MENU 0
|
||||
#define WTH_SPR_MENUBUTTONS 1
|
||||
#define WTH_SPR_FONTMAP 2
|
||||
#define WTH_SPR_OPTMENU 3
|
||||
#define WTH_SPR_BG_STREET 4
|
||||
#define WTH_SPR_BG_HOUSE 5
|
||||
#define WTH_SPR_BG_OUTDOORS 6
|
||||
#define WTH_SPR_BG_HOSPITAL 7
|
||||
#define WTH_SPR_COATRACK 8
|
||||
#define WTH_SPR_DOOR 9
|
||||
#define WTH_SPR_ARTIFACTS 10
|
||||
#define WTH_SPR_DECOR_MAILBOX 11
|
||||
#define WTH_SPR_DECOR_BED 12
|
||||
#define WTH_SPR_DECOR_HATRACK 13
|
||||
#define WTH_SPR_DECOR_BARSTOOL 14
|
||||
#define WTH_SPR_DECOR_TARGET 15
|
||||
#define WTH_SPR_BOOK_HAMIE 16
|
||||
|
||||
// sound effect indexes
|
||||
#define WTH_SFX_STEP 0
|
||||
#define WTH_SFX_JUMP 1
|
||||
|
|
|
@ -286,6 +286,7 @@ void draw() {
|
|||
drawSpriteSheeted(sprites[11], 47, 193, (menu.menuselect == 2) ? 5 : 4, 99, 23, 0);
|
||||
break;
|
||||
case 1: case MINDEX_XOPTIONS:
|
||||
drawSprite(sprites[0], 0, 0);
|
||||
drawOptions();
|
||||
break;
|
||||
}
|
||||
|
@ -418,7 +419,7 @@ void keys() {
|
|||
if (SDL_JoystickGetButton(controllerinput, SDL_CONTROLLER_BUTTON_X)) xtrakeys |= KEY_ATTACK;
|
||||
}
|
||||
|
||||
#if EDITMODE == 1
|
||||
#ifdef WTHCOMPILER_DEBUG
|
||||
editkeys = 0;
|
||||
int mx, my;
|
||||
int win_width, win_height;
|
||||
|
@ -476,7 +477,7 @@ void keys() {
|
|||
#endif
|
||||
};
|
||||
|
||||
int main() {
|
||||
int main(int argc, char *argv[]) {
|
||||
if (SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS |
|
||||
MIX_INIT_MID | SDL_INIT_JOYSTICK) != 0) return 1;
|
||||
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 1, 2048) != 0)
|
||||
|
|
|
@ -4,7 +4,13 @@ WakeToHell - Game about a cat doctor in distress.
|
|||
.SH SYNOPSIS
|
||||
.B WakeToHell
|
||||
.SH DESCRIPTION
|
||||
Wake to Hell is a walking simulator / interactive story about a cat who seems to be dealing with some strong issues... to say the least. On PC, you control the game with Z and the arrow keys by default.
|
||||
Wake to Hell is a walking simulator / interactive story about a cat who seems to be dealing with some strong issues... to say the least.
|
||||
.P
|
||||
The game's controls on a keyboard are as follows:
|
||||
Left and right arrows - Walk
|
||||
Up arrow - Interact, go through doors
|
||||
Z - Gesture (Confirm)
|
||||
X - Cancel
|
||||
.SH EXAMPLES
|
||||
What other examples?
|
||||
.SH BUGS
|
||||
|
|
BIN
sprites/OPTIONSMENU.png
Normal file
BIN
sprites/OPTIONSMENU.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 504 B |
Loading…
Reference in a new issue