Commit Graph

560 Commits

Author SHA1 Message Date
diligentcircle 247d2c7bfe Added a lighter version of the cargo ship buff to other difficulties.
Assisted difficulty multiplies the shield of the cargo ships in
Urusor by 4 so that stray shots are less likely to destroy them.
I've added a lesser version of this buff for these ships specifically
(rather than all friendly ships) on other difficulties: shield is
multiplied by 3. This is just enough to survive a stray missile, a
little stray laser fire, or a little stray plasma fire without being
destroyed (but sustained or direct fire will still destroy the ship).

Of course, this is not applied to Classic difficulty. It is also
excluded from Hard and Nightmare difficulties.
2021-09-17 23:01:19 -04:00
diligentcircle e6f679c4e2 Simplified a few statements by making them depend on easy > assisted.
Minor internal change.
2021-09-17 22:22:39 -04:00
diligentcircle 5842ff98d8 Renamed Super-Easy difficulty to Assisted difficulty.
"Super-Easy" isn't a particularly problematic name, but "Assisted"
is more descriptive of what the difficulty mode is for (to assist
players who have trouble playing on easy mode).
2021-09-17 22:07:37 -04:00
diligentcircle 5ee90df2f3 Added a new paradigm for how Kline works.
For difficulties above Easy difficulty which are not Classic difficulty,
Kline's run shield now changes depending on whether or not other
WEAPCO ships are still alive. If he's alone, the previous 100 shield
threshold was used. If any of the other ships are alive, though, he
only runs if he takes 500 damage (the same amount that you have to
inflict the first time you see him). The result of this is that he
doesn't run away real early in the battle (100 shield is so low that
you can easily make him run away with a quick laser shot); you have
to either fight real hard, or more realistically, defeat all the other
enemies first, making him feel like an actual threat rather than a
gimmick.

This is of course is excluded from Classic difficulty, and it's also
excluded from Easy and Super Easy difficulty.
2021-09-17 21:57:15 -04:00
diligentcircle 87fea0b2e0 Added a feature to force slave ships and cloak fighters to appear.
This causes these mission targets to always appear the first time
the player enters an interception, and every time after they fail
to appear (so that you never have two time-wasting interceptions in
a row). In the case of the rescue slaves mission, this takes the
form of forcing the first ship to be a slave ship, and in the case
of the cloak fighter, it simply forces the cloak fighter to appear.
In each case, the variable controlling whether or not the condition
is forced gets set to 0 if the mission target spawned, ensuring that
time-waster interceptions can still occur as long as they both are
preceded and followed by worthwhile interceptions.

I decided this was important when I was playing and noticed that I
wasn't getting slaves to rescue several times in a row. This
situation would be confusing to new players and possibly make them
think they were doing something wrong. It can also be very annoying
to just not get any chances to make progress because of bad RNG.
Forcing them to appear the first time allows the player to be
immediately introduced to the targets, and forcing them to appear if
they didn't last time limits the frustration of bad RNG by ensuring
that even with the worst RNG, some amount of progress can be made.
2021-09-16 02:16:00 -04:00
diligentcircle 36e6853fe1 Merge branch 'main' of github.com:pr-starfighter/starfighter 2021-08-20 17:49:11 -04:00
diligentcircle 344c5d3c82 Improved the CHANCE implementation a bit.
This makes the implementation more uniform (avoiding skew caused
by %).
2021-08-20 17:48:18 -04:00
Jorge Maldonado Ventura 4c5b72ba32
Update intermission.c
Comma after dependent clause
2021-08-13 10:54:17 +02:00
Layla Marchant bc4a022db8
Added a new death theme: Sleeping With Androids.
This also removes RE.ogg and reremix.ogg as they are no longer needed.
2021-07-26 16:37:32 -04:00
Layla Marchant ab26edddec
Removed the whole volume compensation thing since it caused bugs.
Also adjusted Android Oppression to match the volumes of the other
tracks.
2021-07-26 00:38:34 -04:00
Layla Marchant e480841bec
Make use of Android's Last Dance. 2021-07-25 17:24:28 -04:00
Layla Marchant 3d0e36916d
Added a new original Project: Starfighter theme: Android Oppression
This is a new theme for Starfighter! This version represents mystery
and the ominous presence of WEAPCO. Other versions will be used for
other situations, and a sort of combination between this and Last
Cyber Dance will serve as the music for the final Kline battle. That's
the theory anyway.
2021-04-28 15:30:01 -04:00
Layla Marchant 82ffaebbc5
Added use of special music when Kline or the cloak fighter shows up. 2021-04-03 12:13:44 -04:00
Layla Marchant a9e98145fa
Sorted music so that certain missions play certain music. 2021-04-03 11:17:04 -04:00
Layla Marchant 50989a83e7
Further adjusted amplification difference, fixed makefile problems. 2021-04-02 00:15:29 -04:00
Layla Marchant 8241e13d77
Replaced death music with a simple remix of RE.
This is meant to help connect RE to something. I figured that by
using a similar kind of music for both it and the game over screen,
it would create a bit of a connection there and musically communicate
that it's game over, except for Kline instead of you.
2021-04-02 00:08:55 -04:00
The Diligent Circle 丸 a13ef7374e
Merge pull request #25 from jorgesumle/main
WIP: Add Esperanto translation
2021-02-27 17:27:59 -05:00
Jorge Maldonado Ventura a3243ad3a3 Translated 393 of 514 (76%) 2021-02-01 21:38:03 +01:00
Layla Marchant e993034e63
Made the buttons in the save screen left-aligned.
The center-alignment was based on absolute positions that assumed
English text and therefore could not be maintained for other languages.
2021-01-29 10:14:21 -05:00
Layla Marchant b3252b3ea7
Corrected damage for micro rockets and spread plasma for Classic difficulty 2020-12-26 14:30:40 -05:00
Layla Marchant 69430b7a2a
Added an option to compile a binary that will use the original music.
We can't distribute the original music, but adding support for it in
as a compile-time option will enable modding the game to look and
feel like the original without having to edit the source code.
2020-12-26 13:33:15 -05:00
Layla Marchant 5b29033700
Changed our credits to "The Diligent Circle". 2020-12-26 00:10:10 -05:00
Layla Marchant 135a64e178
Reposition stars on resize 2020-12-26 00:07:51 -05:00
Layla Marchant 46ffc40592
Made Kline Venus starting position relative to screen size 2020-12-25 23:47:02 -05:00
Layla Marchant 0112d8074f
Returned Classic difficulty start positions to relative. 2020-12-25 23:43:25 -05:00
Layla Marchant f209058367
Allow switching to Concentrate mode even with Super Charge in Classic 2020-12-25 22:25:40 -05:00
Layla Marchant 6d71317514
Implemented emulation of smaller Kline health bars.
This makes it so that Kline's one health bar is displayed as many
smaller health bars, like the original, for Classic difficulty.
2020-12-25 21:46:58 -05:00
Layla Marchant 8ca1cdc42c
Made it so that the game doesn't go unresponsive, made credits recenter
There was a period of time just after the defeat of Kline that the
game wasn't responding to input, causing the OS to panic. Corrected
this, and also made it so that resizing the window adjusts the
positioning of the credits appropriately.
2020-12-25 20:06:41 -05:00
Layla Marchant 51a1b67841
Made the start of the Venus Kline fight the same as the original in Classic difficulty 2020-12-25 19:40:27 -05:00
Layla Marchant b61e5e7a32
Don't remove FL_CIRCLES.
We're now depending on the code not caring that FL_CIRCLES is there.
2020-12-24 15:50:37 -05:00
Layla Marchant 0c24aa45c8
Adjusted the way FL_ESCAPED is added. 2020-12-24 15:47:45 -05:00
Layla Marchant 1625c54ee5
Added a check so that FL_CIRCLES doesn't take effect while leaving sector 2020-12-24 15:40:19 -05:00
Layla Marchant 139940e8b2
Made more smoke come out at critical shield 2020-12-23 21:19:33 -05:00
Layla Marchant be2cc0f1c2
Corrected the starting position of the player for Classic difficulty.
Modern Starfighter starts you in the center, but originally you started
at (200, 200). This matters particularly for boss fights, since since
the off-center start position meant you didn't start in the same vertical
position as the bosses.
2020-12-23 20:38:25 -05:00
Layla Marchant 45470bb68c
Converted the rest of trailing &&. 2020-11-22 23:33:26 -05:00
Layla Marchant 1a3e801271
Reformatted conditionals with trailing || and && 2020-11-22 23:03:38 -05:00
Layla Marchant 86f6fc597f
Whitespace 2020-10-28 10:45:35 -04:00
Layla Marchant 4cd8b15d8f
Adjusted shop stuff to make better use of space.
This has involved:

* Enlarging the bottom three panels and squeezing them closer together
* Adjusting the way the item description shows
2020-10-24 15:45:07 -04:00
Layla Marchant b9d64bb21c
Removed an unnecessary trailing newline.
Should be harmless since empty strings are ignored in
radio_getRandomMessage, but it's still supposed to be in a form
that uses \n only as necessary; the trailing newline was a mistake.
2020-10-24 14:49:15 -04:00
Layla Marchant 0e666b2d20
Fixed some remaining ableism. 2020-09-15 13:13:58 -04:00
Layla Marchant df066d4ad4 Fixed nongnu.org links. 2020-09-05 18:21:26 -04:00
Layla Marchant 3e2795a231 Fixed spelling errors. 2020-08-27 10:14:45 -04:00
Layla Marchant b25efb8595 "stupid" -> "foolish" 2020-08-26 12:06:34 -04:00
Layla Marchant 8d136e4cea Merge branch 'main' of github.com:pr-starfighter/starfighter into main 2020-08-04 12:24:33 -04:00
Layla Marchant b547ec5989 Replaced AUDIO_S16 witht AUDIO_S16SYS. 2020-08-04 12:23:54 -04:00
Alistair Findlay 2448a043e1
spelling fix: persuit -> pursuit 2020-08-01 05:48:31 +10:00
Layla Marchant 59c21a355e Fixed too small of a limit for mission objective descriptions.
It was causing rendering bugs (due to the lack of a \0 terminator)
with the Japanese translation.
2020-07-27 13:44:35 -04:00
Layla Marchant adc85f1bec Better syntax 2020-07-27 12:15:35 -04:00
Layla Marchant cf7a82515d Fixed double-controls. 2020-07-27 11:41:40 -04:00
Layla Marchant ca11cdea27 Implemented use of the game controller SDL API.
Fixes #7

Designed to use the game controller API if possible, or fall back
to the regular joystick API otherwise.

This also makes it so that all connected controllers can be used,
rather than just the first one.
2020-07-27 11:29:35 -04:00