Commit Graph

  • 3d2221ffec Glue is even better. Glue, the Game™ 1670676849572818512/tmp_refs/heads/master 1670676849572818512/master KikooDX 2021-01-16 14:51:50 +0100
  • 80df629371 Minor water bugfix. KikooDX 2021-01-16 14:24:31 +0100
  • ed8977448b Buff glue. KikooDX 2021-01-16 14:19:18 +0100
  • 0509023d76 Fancy water, but can't jump out of it. Accurate I guess, people can't just "jump out" of water IRL. KikooDX 2021-01-16 12:36:20 +0100
  • 318a4e3626 Even better glue. Praise the glue. KikooDX 2021-01-16 11:18:54 +0100
  • 42e7c4f9d2 Flags are no longer hardcoded in mod calls, improved glue. KikooDX 2021-01-16 11:15:49 +0100
  • d1047c1bca Glue on ceiling and walls cancel gravity (it's cool) KikooDX 2021-01-16 11:10:18 +0100
  • 5c54b13a6e Cleaner modifier system almost done. KikooDX 2021-01-16 10:43:39 +0100
  • 0ec3cb12f8 Modifiers are now "side dependent". Only implemented for floor. KikooDX 2021-01-15 18:37:43 +0100
  • 7bce93d092 Merge branch 'gravityvar' KikooDX 2021-01-15 14:01:04 +0100
  • 96d3472404 Moved player_set_vars to player_step, thanks KBD2. KikooDX 2021-01-15 13:52:29 +0100
  • cfeb0a423a Make gravity a player variable, and everything fall appart. KikooDX 2021-01-15 13:10:27 +0100
  • 3ba2f8ce24 Cleanup KikooDX 2021-01-15 13:02:19 +0100
  • d26c200ade Vector functions should now be inline KikooDX 2021-01-14 14:27:14 +0100
  • 9944f34055 Increased precision, replaced -Os flag by -O3 KikooDX 2021-01-14 13:59:25 +0100
  • 5bc5ee8b22 Better vec_clamp KikooDX 2021-01-14 13:28:16 +0100
  • c9548c1a67 Start position support. KikooDX 2021-01-13 14:24:00 +0100
  • 6595a27503 Clipping improvement KikooDX 2021-01-13 14:23:34 +0100
  • d00fa96a9d Background color per level, fixed a few warns. KikooDX 2021-01-12 13:28:22 +0100
  • e67a9eb9c5 Update assets-fx. KikooDX 2021-01-10 15:21:55 +0100
  • d4cdf05554 Update tileset and misc. changes. KikooDX 2021-01-10 13:06:59 +0100
  • 01d263aa27 Fix jump buffering exploit. KikooDX 2021-01-10 10:47:39 +0100
  • fc8eb2b31c Better glue. Fixed ice. KikooDX 2021-01-09 17:07:05 +0100
  • 9dcf3c732a Modifiers are working. Ice is completely broken though. KikooDX 2021-01-09 16:52:03 +0100
  • e1f6d108e2 Separated player vars, weird stuff happens. KikooDX 2021-01-09 14:28:14 +0100
  • bffaf264dd Moved player init code main.c->player.c KikooDX 2021-01-09 10:42:16 +0100
  • 493eacdf55 Misc. and faster camera. KikooDX 2021-01-09 10:34:00 +0100
  • c0633f4346 Spikes! Well chains. Whatever. KikooDX 2021-01-08 19:03:58 +0100
  • 19a989d706 Massena graphics (uwu), "how I broke the Makefile" KikooDX 2021-01-08 16:09:41 +0100
  • 9fb6e7e7ed Lephe' does Makefile magics. KikooDX 2021-01-08 15:56:52 +0100
  • c71dee50ac Update levels. KikooDX 2021-01-08 13:42:41 +0100
  • 1f5f15ed05 Add chain tile. KikooDX 2021-01-08 13:32:34 +0100
  • 39b96a5aef Tiled level editor support. KikooDX 2021-01-08 13:01:53 +0100
  • ffc2b2d594 Full tileset support. KikooDX 2021-01-07 14:15:00 +0100
  • b572b0f43d Update README.md KikooDX 2021-01-07 13:31:14 +0100
  • adcea66e87 Create submodules for assets-cg and assets-fx KikooDX 2021-01-07 13:21:18 +0100
  • 70e2291348 Merge branch 'master' of https://gitea.planet-casio.com/KikooDX/jtmm2 KikooDX 2021-01-06 18:43:06 +0100
  • c3fe17824c Cool kid make boring stuff. Cool kid no cool anymore :( KikooDX 2021-01-06 18:42:19 +0100
  • 1844b66e09 Simplified a bit and cleaned up collision code KikooDX 2021-01-05 16:24:55 +0100
  • 8804a12a90 Merge branch 'master' of https://gitea.planet-casio.com/KikooDX/jtmm2 KikooDX 2021-01-04 18:05:10 +0100
  • f8c6953803 Tile and bitmask system base KikooDX 2021-01-04 18:02:11 +0100
  • 330d66f3f0 Horizontal solid clipping works ¯\_(ツ)_/¯ KikooDX 2021-01-02 18:11:09 +0100
  • 4818b21ec8 Clipping doesn't work. KikooDX 2021-01-02 17:52:22 +0100
  • d4c1575ca9 The player can now vary their jump height + cleaning KikooDX 2021-01-01 02:22:48 +0100
  • 8011f9d126 Merge pull request 'update assets-fx' (#2) from Tituya/jtmm2:master into master KikooDX 2020-12-31 18:59:27 +0100
  • 33e93e7b22 update assets-fx master Tituya 2020-12-31 18:56:43 +0100
  • 282f466bb1 Add GNU General Public License v3.0 KikooDX 2020-12-30 17:19:30 +0100
  • 8d9dd1a338 Merge pull request 'update assets-cg' (#1) from Tituya/jtmm2:master into master KikooDX 2020-12-30 17:01:16 +0100
  • 347bc5c12e update assets-cg Tituya 2020-12-30 16:52:14 +0100
  • cdb57c4fc1 Cancel confusion effect KikooDX 2020-12-30 16:08:43 +0100
  • 6b3178566b 1KBCJ3 flashbacks. Draw multiple layers. KikooDX 2020-12-28 00:31:33 +0100
  • 943348e545 Changed meaning of origin KikooDX 2020-12-27 23:53:34 +0100
  • 1a9052c0a2 Input buffering system, implemented for jumping. KikooDX 2020-12-27 01:45:58 +0100
  • b8f66a4f05 Input functions macros (DRY) KikooDX 2020-12-27 01:39:05 +0100
  • fefdd06257 Base of input buffering structure. KikooDX 2020-12-27 01:26:57 +0100
  • 03b2204811 Lowered FPS for FX target 64->16 KikooDX 2020-12-27 00:06:37 +0100
  • 94938edba5 Increased precision and max speed and lowered friction KikooDX 2020-12-24 12:33:24 +0100
  • 8a4bc582a9 Better friction, kinda. KikooDX 2020-12-24 12:20:12 +0100
  • a5c414dd4c Jump (yay) and grace frames support. KikooDX 2020-12-23 23:22:02 +0100
  • c8bd190ec1 Nicer acceleration code and gravity KikooDX 2020-12-23 13:09:38 +0100
  • e306da5e41 Friction and acceleration (pfiou) KikooDX 2020-12-22 16:46:00 +0100
  • d3a62512ae Simple tile snapping (took me way too long for what it is) and we are back to 256 UPS! See TODO for current breakpoint KikooDX 2020-12-22 12:01:23 +0100
  • 8dc31ce32f Functionnal collision and movement code, it's pretty slow though (see TODO in player.c) KikooDX 2020-12-22 10:53:01 +0100
  • baa1a72703 Added speed value to the player, separated collision/movement from it's main step event. TODO in player.c. KikooDX 2020-12-21 17:50:00 +0100
  • f49f6719d3 Added todo to camera.c KikooDX 2020-12-21 13:37:19 +0100
  • a42fbe24f5 Added comments and todo to collide.c KikooDX 2020-12-21 13:35:28 +0100
  • 733533a35d New comments for input.c KikooDX 2020-12-21 13:31:21 +0100
  • 69a22c0020 More comments in vec.c KikooDX 2020-12-21 12:31:28 +0100
  • 190368b666 More comments in player.c KikooDX 2020-12-21 12:26:18 +0100
  • 833a1711c4 Winter cleaning KikooDX 2020-12-21 12:18:55 +0100
  • 559c00a840 Use `bool` instead of `_Bool` KikooDX 2020-09-28 14:05:41 +0200
  • 01c8782e8c Meh collision system, good enough for now. Can be "playtested" KikooDX 2020-09-28 12:53:04 +0200
  • f8bb34e4c1 [.gitignore] ignore Sublime Text files KikooDX 2020-09-24 10:00:28 +0200
  • b0707eebe0 Removed unnecessary SCALE KikooDX 2020-09-23 16:10:31 +0200
  • e6ed0ad85e [minor] Added note on camera_init KikooDX 2020-09-23 15:59:31 +0200
  • 62ca2886e9 Single screen level now use fixed camera. KikooDX 2020-09-23 15:56:49 +0200
  • 52477daac0 Camera clamping in stage limits and related KikooDX 2020-09-23 12:19:40 +0200
  • 431297fa62 Custom icons, admire my pixel art skilz KikooDX 2020-09-22 17:24:27 +0200
  • 9be543899d [level.c] Bellow opti now use SCALE (I forget it all the time, am I cursed?) KikooDX 2020-09-22 13:49:59 +0200
  • ee3e46cdf5 [level.c] Optimization: only draw on-screen tiles KikooDX 2020-09-22 13:42:27 +0200
  • 62cdb1ec7f [new] Collision system base + miscellaneous code improvements and small bugfixes KikooDX 2020-09-22 13:20:16 +0200
  • bc5273ed77 [bugfix] camera and scale related code, now work properly regardless of scale You can now experience scrolling in your fancy CG50 :D KikooDX 2020-09-21 19:04:27 +0200
  • ee723cc151 [README.md] Created with basic build instructions. KikooDX 2020-09-21 14:58:56 +0200
  • a8234e35b6 Better camera offset system KikooDX 2020-09-21 14:52:28 +0200
  • 470ac9b783 Camera kinda works. - created separated float and int vector functions for performance - simple camera related draw, should rework - new `vec_drect` function in `vec` KikooDX 2020-09-21 14:15:58 +0200
  • ac19ece235 Debug level display works, fixed mistakes here and there KikooDX 2020-09-21 12:01:54 +0200
  • 8c1faba253 Fixed the issue, thanks to Lephénixnoir. input.states were initialized to 0, which is the value of S_PRESS. They are now set to S_UP. KikooDX 2020-09-21 11:21:28 +0200
  • 7735835ca8 [exit on start] Level system, for unknown reason the add-in stop on startup KikooDX 2020-09-21 11:04:53 +0200
  • a40d42584c Replaced "tx"/"ty" (t for true) by "dx"/"dy" (d for display), it now takes into account SCALE. KikooDX 2020-09-19 15:32:15 +0200
  • 134ef0588a Independent UPS, FPS, precision, unit and drawing system. KikooDX 2020-09-19 14:00:46 +0200
  • 5abe1d6828 [WIP] FPS limit doesn't work, ask for help KikooDX 2020-09-19 11:14:51 +0200
  • 65ceff3971 Lot of bugfixes and improvements :) - [input] Completely rewrote most of the code - [input/camera] Renamed `*_draw` functions used in debug section to `*_draw_debug` - [main/input] Now use `_Bool` instead of `int` when appropriate - [input] Added function `input_is_up` - [player] Added function `player_draw_debug` - [vec] Use `int` instead of `float`, new macro `VEC_PRECISION` - [main/camera/player/vec] Updated vector related code to work with the new system KikooDX 2020-09-18 11:12:34 +0200
  • baa6071ebf Input manager demonstration KikooDX 2020-09-17 14:30:46 +0200
  • c95d92f6d1 [new system] Input manager! plus misc cleanup KikooDX 2020-09-17 14:14:21 +0200
  • 62d637969d [vec.c] Linear interpolation properly implemented KikooDX 2020-09-16 11:20:48 +0200
  • 58cb48fa75 [generate_c.lua] now supports the layer system KikooDX 2020-09-16 11:19:21 +0200
  • 316cc26539 [multiple files] More detailed Player struct, draw player function, draw camera compatible CG50, renamed Level.tiles -> Level.layers, removed layers test code from main, build for CG50 and FX9860 seamlessly KikooDX 2020-09-16 11:18:55 +0200
  • a14e7effc1 Pointer toward array of array pointers KikooDX 2020-09-15 17:25:12 +0200
  • 0e43e617fc [minor] Fixed a mistake in the .editoconfig :s KikooDX 2020-09-15 12:24:05 +0200
  • 872fccdd3e Project organisation KikooDX 2020-09-15 12:18:24 +0200