Tags: Liquidream/scumm-8
Tags
Big functionality update (#18) * Added UI settings properties * Disabled SFX asserts in picotool * Fixed default UI sprite * Playing with depth auto-scaling * WIP of walk speed being affected by auto-depth calc * Improved actor auto-depth scale & walk * Now made "Scale" an Actor/Obj property * Now shifted the actor sprite to proper x,y coord (next will be fun!) * WIP trying to correct actor offset for pathfinding * better auto scale ratio * Got talking overlay aligned (close enough), now need to anchor to ground * Actor now bottom-center aligned, with talking too * Now auto-scales the walking path based on distance/scale * WIP * Fixed the blur/motion diff when camera moving * Fixed face dir while walking * Removed test/debug code * Reset spr flags back * Last debug line removed * Still got a bug with talking to other actors - also auto-scale w/stairs! * Fixed talking offset * Now scale starts further back * WIP * Almost there, now scaling is not on by default * WIP * Think I'm done with the auto-depth now * WIP * WIP * WIP auto-scale limits * Added "autoscale_zoom" * Fixed bug with new autoscale_zoom * WIP * WIP * WIP * Re-fixed autoscale * Added Scale again * WIP * Fixed scale again! * WIP * Updated asserts * WIP Talking Skip (disabled for now) * First pass on skip talking + custscene (prob using too many tokens) * Improved the skip dialog/cutscene code * Reduced some tokens * updated minified code for skip code * WIP on new auto-scale * More WIP scaling * Fixed scale factors * And walking too * Fixed "fast" walk away * b4 refactor * Fixed walk away speed + optimised * removed old code, commented stuff out * Had to undo last change - but prob better * More code tidying (+fixes) * updated picotool * WIP * WIP * Updated template to latest * Fixed game depths * Test commit * Updated submodule * wip * Added talking overlay offset+width * Added talking offset and saved tokens * latest code * WIP exact walk_to - needs more checks! * Added precise walking!!! * First version of generic animation * WIP - seems to work * Renamed to "face_towards" * Now objects can animate! * WIP broken spin top * Fixed spinning top * Fixed do_anim bug and updated game code * Fixed the walking in walls (I think - kind of a patch!) * Update * Fixed "Walking to Object, then clicking diff Verb does latter" * Fixed "USE" display and also Game bucket logic * Fixed hover obj display when executing * Fixed error if specify invalid sprite state * WIP default to look-at in inventory * Almost got look-at inventory items * Now got inventory default action (look-at) * WIP * submodule refresh * Updated comments * Restored Token history * Fixed some issues in Demo game * Fixed not being able GIVE or USE inventory objects again * Now can use all verbs on inventory items again * Update history * Fixed scaling in demo game * Fixed playing actor anims when not moving * added 'show_depth' * Updated boilerplate code * Latest engine build * Added missing verb_default_inventory_index * Fixed issue when actors without walk anims (defaults to idle anim) * Now using latest commit after PR
RC6 (#9) * Re-fixed things * WIP * WIP playing with cart data swapping * WIP example load gfx code * Loading gfx from cart * B4 making auto-pickup with Use * Now use only when owned * Now switch characters! * Can now swap playable characters! * WIP trying to add a char select button * WIP to allow switch char * Aborted switch char code (too costly, but almost worked) * after adding "use" object/actor & fix shake crop (and removing embedded gfx, as this upsets luamin) * Embedded full gfx replacement (too big for png or BBS) * WIP * WIP token reducing * WIP (broken) * WIP changing dirs to string - broken! * After also converting flags/enums to strings * After made cutscene flags = numbers * Now camera_follow() auto-switches room if necc. * Switch chars via inventory! * Now dont show WALK for inventory items * WIP adding hall+library * Restructured room definitions * Started connecting hallway to library * WIP * Re-arranged map tiles * Added error reporting * WIP * WIP - added error checking for invalid doors and pos_center * Now fixed stair transition * WIP * WIP * WIP * Clock base * WIP MonkeyIsland in-game * WIP * WIP * WIP * WIP * WIP * WIP on computer room * WIP * WIP * WIP * WIP * Embedded MI game! * Mini game trailer * WIP * WIP (now exit game back to room) * WIP * WIP room teleports * WIP * WIP - fixed teleport doors and get_use_pos * Fixed follow after playing game * WIP * WIP * WIP - added target door (not as good as I wanted, but think it'll still save tokens) * WIP * After adding door classes * Added set_trans_col (and made computer desk custom draw) * WIP inside stairs * WIP * Done stair rail now * WIP * WIP * WIP * Stairs done! * WIP storing map flags * WIP * WIP * WIP * Now importing map flags too! * Fixed col_replace issue (fade_pal was overriding!) * WIP - works on cust draw, but broken norm objs * WIP now cust draw without w,h,states * Think finally fixed the cutscene hack (with better one!) * Fixed no hover on quick cut-scene * Now walks to closest walkable tile! * Showing new patfinding * WIP * WIP * Walk to closest walkable done! * Fixes issue, but only if already en exact target pos * Fixed walk no distance * Tidied code * Now put final path pos in pathfinding code * Finally got path fixes in template code * upd token count * Added cutscene to teleport doors * Fixed computer draw * WIP * WIP * WIP * WIP * WIP - Made floppy disk * WIP * WIP - better floppy * WIP guard * stop_actor! * WIP - tentacle stop * Tentacle pico8 done * WIP * WIP - Done library/key exit * WIP - dark library * WIP - done lightswitch * Fixed empty bucket * WIP - pendulum * WIP clock done! * WIP clock sound!! * WIP done? * WIP * WIP * Game Done??? * Done? * WIP * WIP * WIP * WIP * First push of finished game * Final template * Tidy up