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Commits on Jul 31, 2015
  1. @marcavis
Commits on Jul 29, 2015
  1. @Phanterm
  2. @rkettering

    Worms finally can die in parts - that is, have segments die in realti…

    rkettering authored
    …me as the worm takes damage.
  3. @rkettering
  4. @rkettering

    Converted the jumping worms over to being done via hittable_attache. …

    rkettering authored
    …Still has weird bugs, probably related to failing to properly attach some of the new segments to the level.
Commits on Jul 28, 2015
  1. @ActionPackedJack
  2. @ActionPackedJack

    More berd vocals.

    ActionPackedJack authored
Commits on Jul 27, 2015
  1. @rkettering
Commits on Jul 25, 2015
  1. @rkettering
  2. @rkettering
Commits on Jul 23, 2015
  1. @ActionPackedJack
Commits on Jul 22, 2015
  1. @ActionPackedJack
  2. @ActionPackedJack
  3. @ActionPackedJack
Commits on Jul 21, 2015
  1. @DDR0

    t stash pop

    DDR0 authored
    Merge branch 'master' of github.com:frogatto/frogatto
  2. @DDR0
Commits on Jul 16, 2015
  1. @rkettering
  2. @rkettering
  3. @rkettering
Commits on Jul 15, 2015
  1. @DDR0
  2. @DDR0
  3. @rkettering

    Removed the test block we used for hittable attache before we started…

    rkettering authored
    … actually using the thing for real objects. Kicked the tires on the horizontal spikes on a test level (mostly an excuse to remove the blocks). Added a test case for vertically flip hit areas.
  4. @rkettering

    Added short spikes, and horizontally-aligned short spikes (no horizon…

    rkettering authored
    …tally-aligned big ones quite yet).
Commits on Jul 14, 2015
  1. @rkettering

    Not sure if this is literally the same recording, or just the same pi…

    rkettering authored
    …ece with a slightly better mix. Better safe, than sorry.
  2. @rkettering
Commits on Jul 13, 2015
  1. @DDR0
  2. @DDR0
  3. @DDR0

    Frogatto now climbs down a dangling rope to talk to berd after the mo…

    DDR0 authored
    …ss boss.
    
    There is a small issue, however - he climbs down the rope much slower if he's attached to it. This should not be, because we're only setting the x position.
    Toggle the function at dangling_rope_controller.cfg:161, map('hanging_objects', ...) to view the speed difference.
  4. @DDR0
  5. @Phanterm
  6. @DDR0

    Potential fix for issue 134, "Inaccurately-placed ambient sound sourc…

    DDR0 authored
    …e." Sound is broken for me, so I can't test myself.
    
    --level=kitty_dormitory.cfg has a convenient platform.
  7. @DDR0

    Fixed some flaws in the previous iteration - the block now crushes en…

    DDR0 authored
    …emies, and it animates the winder correctly on the first fall.
  8. @DDR0

    Fixed spiked block (our thwomp) not damaging the player. Tweaked valu…

    DDR0 authored
    …es. Formatted.
    
    What changed:
    - Attack damage and attack damage to player were changed. I don't think we are going for 64 hearts of damage from this enemy?
    	- 128 attack damage for enemies seems low.
    - Set the team to "evil" from "neutral".
    - Offset the rope from pixel 5 to pixel 6. It lines up with the top of the spiked block much better now.
    - Removed, entirely, the schedule_active(2) mechanism. It does the same thing as the built-in schedule(2).
Commits on Jul 12, 2015
  1. @ActionPackedJack
  2. @Phanterm
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