1MB. throwing in action ... |
Je vais pouvoir passer à l'implémentation des inkjets, du coup ^_^b
PS: attendez-vous à un ralentissement brutal et imprévu du rythme des messages de ce blog dans le courant du mois: *deline attend son petit frère j.l.n mi-janvier.
[done] having feet really hidden during the stunned animation. [drawn] having the bouncing feet looking like feet [done]allow the engine to shoot compound gobs too (new feet anim)[done] allow runMe to launch the level as well. [done] avoid one-way platform to corrupt behaviour of bouncing feet [done] throw in both direction, and just drop if you feel so. [wish] blador can stun baddies (and Bilou ?) while falling [done] fix the map [done] use dynamic palette assignment and get rid of those "crosses" marking Bilou feets in jump animations [done] areas that can trigger only one other GOB (or a single foot can be consumed by 2 dumbladors simultaneously) [wish] climb on stunned bladors, but still walk through them. [done] multi-color that works in runMe too. [ done] make sure we restart the level if killed, with colours. [done] allow bladors to recover next to walls. [done] Blador recovers when 2 feet have touched it.
3 comments:
"error: failed to push some refs to 'martin@beetle:/beetle/hobby/DS/DATA.git'
To prevent you from losing history, non-fast-forward updates were rejected
Merge the remote changes before pushing again. See the 'Note about
fast-forwards' section of 'git push --help' for details."
...
pype/DATA> which git
/home/pype/DS/dka-latest/devkitARM/bin/git
...
that's not gonna help ...
Note: la palette à utiliser est déjà encodée dans chaque I_SPRNO de l'animation. Le moteur de jeu est donc prêt pour les "dynamic palette assignment"
t'as essayé gitk pour le troubleshooting http://lwn.net/Articles/140350/ ?
ou le rebasing pour forcer une branche locale à provenir d'un *autre* point de synchronisation.
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