…was great fun!
…e it -fixed respawner animation not triggering if room is loaded from cache -fixed save beacons not functioning properly if room loaded from cache
-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
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. KNOWN ISSUES: -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 <email@example.com>
…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
- 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. KNOWN ISSUES: - 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.
-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.