source: trunk @ 79

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(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) @61   11 years bretzel_parpg Added bretzel to the authors
(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) @53   11 years barra_parpg * Created directory for (temporary) FIFE patches that haven't found their …
(edit) @52   11 years maximinus_parpg Added new graphics by shrew81. Cleaned up some map mess.
(edit) @51   11 years barra_parpg * Improved rendering setup by Lamoot
(edit) @50   11 years barra_parpg * Snow material for Lamoot's snow tutorial: …
(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 :-)
(edit) @40   11 years maximinus_parpg Removed the /game and /demo folders under /trunk. Added /PARPG folder, …
(edit) @39   11 years maximinus_parpg Added some building tiles to simulate a building. Added a 'blocking' tile …
(edit) @38   11 years maximinus_parpg Finished utilities/transition.py, code to automatically add transition …
(edit) @37   11 years maximinus_parpg Rejigged all the grass transition files ready for transition tile code. …
(edit) @36   11 years maximinus_parpg Added test_map.xml, the original map with transition layer removed. Used …
(edit) @35   11 years maximinus_parpg Minor edit to world.py license (changed foobar to PARPG) First rough draft …
(edit) @34   11 years tie_parpg - 'T' button now shows the layer grids
(edit) @33   11 years tie_parpg - Removed some commented-out code
(edit) @32   11 years tie_parpg - Enabled game closing via the window decoration button - Moved the 'magic …
(edit) @31   11 years maximinus_parpg Added transitions layer on local map
(edit) @30   11 years maximinus_parpg Added new transitions layer to map Converted all code in /demo/ to use …
(edit) @29   11 years maximinus_parpg Tidied up transitions folder layout and added new objects to the map …
(edit) @28   11 years eleazzaar_parpg added quick gravel transitions and a sand tile.
(edit) @27   11 years eleazzaar_parpg adding grass transitions and a grid overlay to 'demo'
(edit) @26   11 years maximinus_parpg Added maximinus's demo code, possibly a start for PARPG You'll need to …
(edit) @25   11 years maximinus_parpg Added name to AUTHORS
(edit) @24   11 years barra_parpg * Removed dialogue system directory * Merged both AUTHORS files into a …
(edit) @23   11 years eleazzaar_parpg added myself to the 'authors' list
(edit) @22   11 years tie_parpg Added 'tie' to AUTHORS
(edit) @21   11 years icelus_parpg Apply ActionStack? patch from tie (ticket #1). - queue actions for hero to …
(edit) @20   11 years barra_parpg * First test version of PARPG rendering setup by Lamoot
(edit) @19   11 years barra_parpg * SVN property fixes: * Flagged run.py and the .bat files as executables …
(edit) @18   11 years icelus_parpg Applied patch from tie: - avoid reparsing instancemenu each time mouse is …
(edit) @17   11 years barra_parpg * Make out patch by tie! Kiss the girl, or at least try it :-)
(edit) @16   11 years barra_parpg * Dialogue subproject to implement a flexible dialogue system that could …
(edit) @15   11 years barra_parpg * Batch scripts to copy MSVC DLLs into the right places if needed as well.
(edit) @14   11 years barra_parpg * World map by Lamoot
(edit) @13   11 years barra_parpg * Fixing typo to actually delete an existing older log file when running …
(edit) @12   11 years barra_parpg * Applying vtchill's name conflict patch
(edit) @11   11 years barra_parpg * Adding batch file for easy logging for debugging purposes on win32.
(edit) @10   11 years barra_parpg * Added simple batch script to copy the needed FIFE DLLs to the right …
(edit) @9   11 years barra_parpg * Adding rio de hola FIFE client as basis for PARPG development. * Build …
(edit) @8   11 years barra_parpg * Last update hopefully :-)
(edit) @7   11 years barra_parpg * Added an extra field for feedback based on ingame testing
(edit) @6   11 years barra_parpg * Workflow diagramme, see: …
(edit) @5   11 years barra_parpg * Added a first version of the authors file * Pretty empty in there ATM …
(edit) @4   11 years barra_parpg * Cvsdude has hopefully fixed the commit notification feature * Proper …
(edit) @3   11 years barra_parpg * Added PARPG logos by qubodup & Tranberry
(edit) @2   11 years barra_parpg * Test commit
(add) @1   11 years barra_parpg * Adding basic structure to future PARPG repository
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