source: trunk/PARPG @ 97

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Diff Rev Age Author Log Message
(edit) @97   11 years bretzel_parpg Added a simple help menu that can be accessed off of the main menu
(edit) @96   11 years barra_parpg * Native line endings for all XML files
(edit) @95   11 years maximinus_parpg Added windows check on gfxsplit.py
(edit) @94   11 years barra_parpg * Removed settings.xml from SVN as it should be unversioned to fulfil it's …
(edit) @93   11 years maximinus_parpg gfxsplit works - at last! Cleaned up all the testing files. Added new …
(edit) @92   11 years maximinus_parpg Added new building. gfxslplit.py almost works now. Tidied up some files.
(edit) @91   11 years maximinus_parpg Big update to gfxsplit.py It almost works now. Added small wall section to …
(edit) @90   11 years bretzel_parpg Added a few comments and changed the text on the set to defaults button
(edit) @89   11 years bretzel_parpg Added a button that sets all the options to default
(edit) @88   11 years bretzel_parpg Added settings-dist.xml so that if there is no settings.xml, it will copy …
(edit) @87   11 years maximinus_parpg Grrrr. Fixed for barra
(edit) @86   11 years maximinus_parpg Ok, now it really works :P
(edit) @85   11 years maximinus_parpg Fixed bug in gfxsplit.py
(edit) @84   11 years maximinus_parpg Amended gfxsplit.py Added test gfx
(edit) @83   11 years barra_parpg * Added .png & .db (win32 thumbs) to SVN ignore
(edit) @82   11 years barra_parpg * Screenshot date fix by Cheesesucker (":" are not allowed in filenames …
(edit) @81   11 years maximinus_parpg Slowly starting to build the code to auto-split buildiings. …
(edit) @80   11 years bretzel_parpg Added lots of stuff: -> Changed some code in the HUD so it will be easier …
(edit) @79   11 years maximinus_parpg Fixed horrible text, looks better. Changed a few typos.
(edit) @78   11 years maximinus_parpg Text over objects works Ugly, but it works Thanks to CheeseSucker? for the …
(edit) @77   11 years maximinus_parpg Added new code for object display
(edit) @76   11 years bretzel_parpg Added a functional options menu to the game. Right now it has options for …
(edit) @75   11 years bretzel_parpg Added an options menu. It has pretty much nothing in it.
(edit) @74   11 years bretzel_parpg Added the first version of the HUD. Also updated the inventory so that …
(edit) @73   11 years bretzel_parpg Fixed one issue in world.py
(edit) @72   11 years bretzel_parpg Screenshots now appear in the form of …
(edit) @71   11 years bretzel_parpg Put the inventory logic into displayInventory, which was already there and …
(edit) @70   11 years maximinus_parpg Maximinus note to self: Don't write code at work! Fixed broken code :-(, …
(edit) @69   11 years maximinus_parpg Started incrementing object complexity. Now you can map or non map …
(edit) @68   11 years maximinus_parpg Cleaned up NPC class (a lot) Right-clicking an object now shows info, …
(edit) @67   11 years maximinus_parpg All code now PEP-8 standard, with spaces
(edit) @66   11 years maximinus_parpg OK, you win Bretzel... Lots of small annoying PEP 8 standards correction.
(edit) @65   11 years maximinus_parpg Cleaned some code in /scripts/inventory.py Optimised some logic in …
(edit) @64   11 years bretzel_parpg Fixed error: ImportError?: No module named application
(edit) @63   11 years bretzel_parpg Integrated the inventory into the PARPG demo. Press I to show/hide the …
(edit) @62   11 years maximinus_parpg Large restructure of PC and NPC classes. Data seperation is a lot cleaner. …
(edit) @60   11 years bretzel_parpg Fixed a typo in the readme
(edit) @59   11 years eleazzaar_parpg adding a third grass tile.
(edit) @58   11 years maximinus_parpg Made it so we only have one keycheck function (sanity at last!) A few more …
(edit) @57   11 years barra_parpg * Modified y shifts for the crates to work around visual blocking issues
(edit) @56   11 years maximinus_parpg Added bhaydens screenshot code. Added new screenshots folder. Updated …
(edit) @55   11 years maximinus_parpg Objects now loaded from seperate XML file. Cleaned up some small areas in …
(edit) @54   11 years maximinus_parpg Set Model / View data model for PARPG. Code no longer looks like Rio demo. …
(edit) @52   11 years maximinus_parpg Added new graphics by shrew81. Cleaned up some map mess.
(edit) @49   11 years maximinus_parpg /utilities/gfxsplit.py now writes xml files as well. Adjusted file …
(edit) @48   11 years maximinus_parpg All code is to our PEP standard as on the PARPG wiki. Trivial adjustments …
(edit) @47   11 years maximinus_parpg Added code to split gfx into seperate tiles. New code …
(edit) @46   11 years maximinus_parpg Added larger test map. Added simple buildings. Amended map layers. Added …
(edit) @45   11 years maximinus_parpg Removed gfxsplit.py utility (not needed anymore). Now building gfxs do not …
(edit) @44   11 years maximinus_parpg Added first version of code to split image into tiles. Modified building …
(edit) @43   11 years maximinus_parpg Corrected XML animation file to make PC pathfinding graphics work. Thanks …
(edit) @42   11 years maximinus_parpg Motto: never rush a commit
(edit) @41   11 years maximinus_parpg Added for barra to check :-)
(copy) @40   11 years maximinus_parpg Removed the /game and /demo folders under /trunk. Added /PARPG folder, …
copied from trunk/demo:
(edit) @39   11 years maximinus_parpg Added some building tiles to simulate a building. Added a 'blocking' tile …
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