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ccd9a9d10a
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Fix peter's website address
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2014-07-17 07:37:31 -07:00 |
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52f60ade6f
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Move the score text and stop awarding score for time
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2014-07-13 23:46:26 -07:00 |
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6cc2ce371d
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Put the lightmeter back to a horizontal growth + alpha
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2014-07-13 23:42:08 -07:00 |
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a65bfd290e
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Forgot to actually make the score display use the bitmap font
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2014-07-13 23:39:37 -07:00 |
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0149ce70cd
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Close #56 : AI now only plan paths around things that are not moving at the time of pathfinding, they will walk through locations where AI are currently moving
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2014-07-13 23:19:17 -07:00 |
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cfd6bbafc0
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Close #59 : Stop relying on .shiftKey() and use a dedicated control key for the shift key
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2014-07-13 23:03:51 -07:00 |
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418d61e569
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Close #52 : AI was detecting correctly, some sprites were just drawn facing the wrong way at initialization time
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2014-07-13 22:52:58 -07:00 |
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b888a3f2e0
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Close #60 : Improved Loading Screen (thanks Peter)
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2014-07-13 22:25:50 -07:00 |
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d68fda19a8
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Close #40 : Integrated gothic bitmap font and added helpers for it
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2014-07-13 21:38:09 -07:00 |
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7f14cd5720
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Game over screen can start a new game (but it has bugs....)
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2014-07-12 23:57:46 -07:00 |
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1ded2f42e5
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Close #11 : Guards catching you will trigger the end game screen
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2014-07-12 23:33:24 -07:00 |
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6d5c49a370
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Close #58 , In Progress #57: Start screen exists but credits button doesn't do anything yet. Started Game Over screen but it doesn't show yet (needs #11 and #57)
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2014-07-12 22:02:30 -07:00 |
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152414550c
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Cache tile properties at map load time instead of parsing them every time we shoot a vision ray
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2014-07-12 10:49:00 -07:00 |
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e530233cde
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Close #51 : Set 'blocksvision = false' on a tile's properties to make it see through on a collision layer
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2014-07-12 10:31:07 -07:00 |
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a62f30ba5c
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Modify the alpha of the light meter as well as the scale
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2014-07-12 08:38:31 -07:00 |
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4404f86595
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Lightbar was off by 1px
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2014-07-12 08:30:38 -07:00 |
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ee2d30fd7e
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Fix undefined error when reporting you to a guard
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2014-07-12 08:29:41 -07:00 |
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3504265879
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Close #42 : Background bar is done and looks fantastic
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2014-07-12 08:22:53 -07:00 |
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f4dbcf46f6
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Close #39 : Integrated better lightmeter, changed lightmeter color glow to red to make it more obvious to the player
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2014-07-12 08:21:22 -07:00 |
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1b11aa0cff
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Awareness bubbles now appear below the UI
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2014-07-12 00:04:08 -07:00 |
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1b0de7b3fa
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Word bubbles no longer show on top of the UI, and the camera deadzone has been reduced to account for the reduced UI space
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2014-07-12 00:01:25 -07:00 |
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8eebcb25ec
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Fix score location
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2014-07-11 23:52:42 -07:00 |
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b93191c81e
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Reset clock start to 08:00
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2014-07-11 23:50:07 -07:00 |
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341f7dc298
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Close #41 : Clock works!
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2014-07-11 23:49:20 -07:00 |
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2e31517169
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Reference #42, #41, #39 : Fitting new UI art mockups into place. Moved item spawn locations on top of the new background bar.
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2014-07-11 19:54:29 -07:00 |
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b3b3370dbe
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Close #54 : AI now resume paths after colliding with each other
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2014-07-11 08:36:13 -07:00 |
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a8d33e956d
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Close #10 : AI stops and chats when they touch each other
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2014-07-11 08:10:42 -07:00 |
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ce098c1e37
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Midway on #10: Basic conversation engine works, but AI does not stop playing its movement animation
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2014-07-09 22:14:20 -07:00 |
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18d0ae90f2
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Close #29 : I feel so stupid.
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2014-07-07 23:14:33 -07:00 |
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74e3755b53
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Guards should follow the player's last known location when running to report, instead of just running blindly to coordinates (so they can see the player along the way and change course, instead of running right past the player).
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2014-07-07 21:43:25 -07:00 |
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b294db5943
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Close #46 : AI no longer gets 'stuck' on paths with visible state change
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2014-07-07 21:34:56 -07:00 |
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870c00d537
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Fixed a path following problem in AISprite.action_wander
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2014-07-06 21:30:18 -07:00 |
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5aaa025537
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Close #44 : AI now stays where it's supposed to on initialization
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2014-07-06 20:52:47 -07:00 |
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1d689724d8
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AI should become Concerned, not Relieved, when they report you to a guard
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2014-07-06 17:20:01 -07:00 |
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816b859197
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Close #1 : AI now follows polyline routes on the Routes layer of the map
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2014-07-06 17:18:08 -07:00 |
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3e27b50a80
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Fix #34 : undefined reference was due to abuse of game.rnd.integerInRange out of bounds
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2014-07-06 15:48:27 -07:00 |
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63ed93a653
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Fixed more bugs with stealing when facing down or right
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2014-07-06 15:05:05 -07:00 |
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164f486bc2
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Close #26 : A player can now hide behind any non-walkable tile, or any other AISprite, and block the vision of an AISprite
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2014-07-06 14:37:40 -07:00 |
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9b4ec3ff92
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Close #4 : Guard will start hunting for you when they lose you instead of just spinning in place
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2014-07-06 14:11:15 -07:00 |
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914536670a
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Bug in implementation of #35, failed to skip ourselves
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2014-07-05 12:43:58 -07:00 |
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0572550d38
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Type bug in implementation of #35
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2014-07-05 12:30:25 -07:00 |
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f42861847c
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Closes #35 : Missed one .collide() reference
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2014-07-05 12:23:46 -07:00 |
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7eaa027162
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Close #35 : This was resolved by switching from arcade.physics.collide() to arcade.physics.overlap() which provides more reliable results
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2014-07-05 12:20:33 -07:00 |
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7dc8b876d8
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Add newline breaks to dialog, fix dialog syntax errors
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2014-07-03 06:54:19 -07:00 |
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8a9200bca9
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Close #38 : Integrate Joe's dialog
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2014-07-02 23:38:33 -07:00 |
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3b26be31f3
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Close #33 : Destroy all unused sprites when we're done with them
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2014-07-01 22:49:23 -07:00 |
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7932cfea34
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Close #34 : STEAL_DISTANCE calculation was wacked. This may still cause problems in the future (see note on the issue).
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2014-06-29 23:00:11 -07:00 |
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25edfafac1
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Close #32 : Recently stolen treasure appears along the bottom of the UI layer
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2014-06-29 19:36:10 -07:00 |
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d23d9969f7
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Close #7 and Close #6 : Player can now steal from AI and it increases their score
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2014-06-29 12:13:02 -07:00 |
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a7eb935f54
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Move treasure glint sprites above the shadow layer to make them easier to see
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2014-06-29 11:03:23 -07:00 |
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