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Commits on May 31, 2011
  1. added readme

  2. Edited README via GitHub

Commits on May 18, 2011
Commits on May 17, 2011
  1. -fixed enemy spawn. Now they are only readded to the room if you leav…

    …e it
    -fixed respawner animation not triggering if room is loaded from cache
    -fixed save beacons not functioning properly if room loaded from cache
Commits on May 16, 2011
  1. -added triggers that can interactive with Interactive objects.

    -added tv screens that will display graphics to the player in the future.
    -fixed transition between rooms
    -fixed player getting stuck sometimes in level transitions
Commits on May 14, 2011
  1. -made gravity lift interactive

    -made electric gates interactive
    -made gravity lift a single, scalable object
Commits on May 11, 2011
  1. -added vertical and horizontal electric gates as objects.

    	To make longer/taller ones, rescale the object in ogmo.
    -added Switch class, used to send on/off signals to Interactive objects.
    -added Interactive class, which is to be inherited by anything affected
    	by a Switch objects sendSignalOn and sendSignalOff methods.
    -to link together switches and Interactive objects, just give the
    	Interactive objects an id value in ogmo, and provide this id
    	value to the switch object in ogmo. You can give multiple
    	Interactive objects the same id value, and if given to a Switch,
    	it will trigger each of them.
    -increased gravity, adjusted jump heights to compensate.
    -when transitioning to new rooms (specifically those above you) some kind
    	of invisible solid is stopping the player and making them fall back
    	down into the previous room. For fucks sake.
    TO DO:
    -make the gravity lift an Interactive object.
    -make the gravity lift a scalable object, like the ElectricGate
    Signed-off-by: Cory Boyd <>
Commits on May 10, 2011
  1. -changed game world.

    -press ctrl-shift-D to get to the dev world. awesomeness guaranteed
Commits on May 7, 2011
  1. -moving platforms complete, they can only move horizontally, and if y…

    …ou set it otherwise, they revert to static platforms.
    -added gravity lift, stand in it and jump to be propelled upwards!
    -fixed the oel parser to allow for use of rectangles in Ogmo
    -changed level dimentions from 960x640 to 1200x960
Commits on May 3, 2011

    - moving platforms more functional
    - Level size increased to 1200x960 for each room
    - added Aperture Science Handheld Portal Device
    - added zone attribute to Level, use it to change music or something later.
    - added environmental hazards, Spike and ElectricGate.
    - one of these additions is a lie.
    - moving Platforms don't behave correctly if the Player has been in more than
    	one room since instantiation.
    - Player colliding with solid type on level transitions sometimes. Seems to
    	happen arbitrarily. perhaps something to with Ogmo level file generation.
Commits on Apr 28, 2011
Commits on Apr 27, 2011
  1. -added some sounds

    -adding moving platforms, not quite done yet
Commits on Apr 25, 2011
  1. changed the readme

  2. -added main menu

    -added silent preloader, make it better in the future
Commits on Apr 24, 2011
  1. -added saving mechanism + respawn points

    -added player sprite!
    -Need to cleanup the text entities generated by ContextMessage objects
    when a new room is loaded
Commits on Apr 21, 2011
  1. Edited README via GitHub

  2. Edited README via GitHub

  3. Edited README via GitHub

  4. Edited README via GitHub

  5. Edited README via GitHub

  6. -added enemy

Commits on Apr 20, 2011
  1. -added context sensitive message

    -added use button (x)
Commits on Apr 18, 2011
Commits on Apr 16, 2011
  1. -removed dash, replaced with a faster default move speed.

    -removed mouse aiming, scrapped from final design in favor of fixed-direction aiming.
    -tweaks to room loading, much more memory efficient, possibly slower transitioning though
    -started to implement fix for when player gets stuck transitioning to new room tile
    -started implementing bullets, Z key is shoot.
    -added inventory, if a weapon is picked up and one isnt already equipped, it is equipped automatically.
Commits on Apr 15, 2011
Commits on Apr 12, 2011
Commits on Apr 10, 2011
Commits on Apr 6, 2011
  1. -quickfix

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