Layla Marchant
becb2cc501
Made engine still show when smoke shows, made smoke come out less.
...
I reduced the chance of smoke happening a given frame from 1/5 to 1/10,
and removed the check that stopped adding the "engine" effect to the
player if low on shield, so it now shows both when damaged.
2020-03-07 12:23:37 -05:00
Layla Marchant
73ea1b6e23
Modified green plasma bolt to be more distinct from red.
...
Better colorblind accessibility: the green bolt is now noticeably brighter
than the red bolt.
2020-03-07 10:39:34 -05:00
Layla Marchant
825e6afae1
Modified the HUD's powerup display for color accessibility.
2020-03-07 00:24:37 -05:00
Layla Marchant
1d44d8e5f9
Fixed the POT license header, updated English PO file
2020-03-06 19:23:48 -05:00
Layla Marchant
9dad0c9ee1
Updated pr-starfighter.pot.
2020-03-06 19:10:48 -05:00
Layla Marchant
d96c8327e4
Bunch of fixes.
...
At first I just went in to fix some places that were missing gettext
translations, but on the way as I was doing that, I noticed some
places where ngettext should be used, a bug in the fallback legacy
text rendering, and some things that could be structured better in
the Autoconf / Automake setup. Fixed those.
2020-03-06 19:06:48 -05:00
Layla Marchant
9f15125585
Changed readme to suggest going into the locale directory for build.py.
...
I forgot when I wrote that, the script actually works on cwd and so
does nothing if you try to use it as suggested in the readme.
2020-03-06 15:59:52 -05:00
Layla Marchant
4c2b40a570
Merge pull request #6 from igilham/ci
...
build: add basic ci workflow
2020-03-06 12:13:58 -05:00
Ian Gilham
05f30e2c55
build: add basic ci workflow
...
Add a GitHub Action workflow for basic continuous integration on Linux
2020-03-06 11:14:32 +00:00
Layla Marchant
a32cb890d1
Modified the suggestion for run-in-place builds to something simpler.
2020-03-05 16:52:20 -05:00
Layla Marchant
47d876c15e
Some cleanup and tweaks.
...
Basically removal of warnings + added missing info to the readme.
This also removes remaining uses of sprintf (which is dangerous).
2020-03-05 16:44:50 -05:00
Layla Marchant
cdf555f17b
Removed my old name.
...
I go by "Layla" now. Updated that. Also updated my email address.
2020-03-05 15:05:56 -05:00
Layla Marchant
029f3e6395
Merge branch 'master' of github.com:pr-starfighter/starfighter
2020-03-05 14:46:40 -05:00
Layla Marchant
89d3185036
Spacing issue in readme
2020-03-05 14:46:18 -05:00
Layla Marchant
c68dd0b447
Merge pull request #4 from Crestwave/haiku
...
Add support for Haiku's config directory
2020-02-26 22:21:39 -05:00
Crestwave
fcf2b5d1ee
Add support for Haiku's config directory
2020-02-27 08:46:33 +08:00
Julie Marchant
520ba34c8f
Merge branch 'master' of github.com:pr-starfighter/starfighter
2019-12-12 11:43:45 -05:00
Julie Marchant
09b7d97167
Added Patreon link for GitHub.
2019-12-12 11:43:30 -05:00
Julie Marchant
03d72ef3c0
Merge branch 'master' of github.com:pr-starfighter/starfighter
2019-07-23 12:40:40 -04:00
Julie Marchant
aeee0bb32a
Fixed a problem with make install on locale folder.
2019-07-23 12:40:08 -04:00
Julie Marchant
835947e47b
Merge branch 'master' of github.com:pr-starfighter/starfighter
2019-07-22 10:01:55 -04:00
Julie Marchant
1575dc8625
Fixed failure to include misc directory in dists.
2019-07-20 22:02:23 -04:00
Julie Marchant
f2be64825f
Removed the unnecessary conditional in Makefile.am.
...
No new release this time (it doesn't break anything important), but
this is a pointless conditional.
2019-07-07 15:44:52 -04:00
Julie Marchant
f325ea9c20
Fixed make install
2019-07-07 14:47:57 -04:00
Julie Marchant
00512c4490
Removed unnecessary part
2019-07-06 21:24:45 -04:00
Julie Marchant
d732762a76
Imported a fix of configure.ac.
2019-07-06 21:17:41 -04:00
Julie Marchant
8e9554e478
Revert "Failed test"
...
This reverts commit 66bba22586
.
2019-07-06 15:10:02 -04:00
Julie Marchant
66bba22586
Failed test
2019-07-06 15:09:47 -04:00
Julie Marchant
3619701d5a
Wrong variable name
2019-07-05 22:49:06 -04:00
Julie Marchant
83a67fe3f7
Updated readme, added helper launcher script. 2.0 release.
2019-07-04 14:24:17 -04:00
Julie Marchant
b4ccaf61ab
Use XDG environment varaible standards, plus Windows env variable for win32
...
The Windows variable is untested, but hopefully should work and be
better than all that Windows API nonsense.
2019-07-03 17:00:46 -04:00
Julie Marchant
759bed096a
Removed the attempt at Windows API code.
2019-07-03 13:20:18 -04:00
Julie Marchant
5594529239
Fixed some things for dist, plus a case mistake for the Windows code.
2019-06-30 10:26:08 -04:00
Julie Marchant
922c33d5a3
Updated Makefile.am to include all necessary files for dist.
2019-06-30 09:15:28 -04:00
Julie Marchant
97c284a97b
Added a note about the XCode files not working anymore.
2019-06-30 09:08:43 -04:00
Julie Marchant
c142191f6f
Restore "always ignore bad targets" for Classic difficulty.
2019-06-22 08:48:06 -04:00
Julie Marchant
122624f89e
Change the method for determining Sid's good targets outside Classic difficulty.
...
The original method just looked for non-firing targets, which caused
Sid to piss around a bit with the non-target transports. This new
method just targets the specific classes Sid is always going after,
cargo ships and bosses.
2019-06-22 08:44:54 -04:00
Julie Marchant
75327aa3f8
Allow aliens to attack "less desirable" targets if they can't find a good one.
...
The way it previously was, in particular, Sid 100% refused to attack
fighting vessels and Phoebe and Ursula 100% refused to attack
non-fighting vessels. This was most notable with the Urusor mission,
where Sid would just become completely idle after disabling the last
non-combat vessel and would often just drift off into the distance
as a result (especially annoying in Classic difficulty as this
could make it very difficult to find the remaining enemies).
So now, instead these targets are treated as "undesirables", which
normally will be avoided but will be accepted after 30 frames.
This stops allies from idling around forever.
This rule has also been applied to a rule that didn't allow targeting
enemies beyond a particular distance.
I'm keeping it in Classic difficulty for now, but might add an
exception later.
2019-06-22 08:34:57 -04:00
Julie Marchant
cda23d7f7c
Whitespace
2019-06-20 22:19:34 -04:00
Julie Marchant
8f0013ac6b
Whitespace
2019-06-20 12:28:54 -04:00
Julie Marchant
8ca0fd45a5
Revert the thing where an extra surf was created for rendering radio messages.
...
It caused the text to be poorly rendered.
2019-06-19 21:29:02 -04:00
Julie Marchant
c0216735db
Fixed barriers bouncing off and killing each other.
2019-06-19 17:55:59 -04:00
Julie Marchant
f2ef6a50df
Fixed unicode shadows possibly being separated from real text.
2019-06-15 14:26:50 -04:00
Julie Marchant
c1aea797b1
Render mission planet names as Unicode.
2019-06-13 12:51:57 -04:00
Julie Marchant
9b782de4e4
Fixed the collision-caused segfault.
2019-06-13 12:02:42 -04:00
Julie Marchant
f43c81ec07
Switch back to SDL_UpdateTexture.
...
Hopefully temporary until I findout what I'm doing wrong.
2019-06-13 11:39:45 -04:00
Julie Marchant
28c68842a1
Fixed some size/position things
...
Now I gotta figure out why renderer_reset double-frees, and why
the collision behavior is causing segfaults...
2019-06-13 02:25:58 -04:00
Julie Marchant
e9e5e43452
Fixed completion screen not showing up
2019-06-13 01:34:41 -04:00
Julie Marchant
373f87de0c
Added a condition I forgot
...
The collision behavior in the original had an exception for Ellesh.
Added this exception in.
2019-06-12 17:53:23 -04:00
Julie Marchant
d262806105
Added back in collision support (Classic difficulty only)
...
I completely forgot about this stupid feature of the original game.
Nonetheless, it's a part of the original experience and thus has
been added back in, albeit implemented in a slightly different way
(the result is still the same). Because this is such a stupid and
badly designed mechanic, this is of course in Classic difficulty
only.
2019-06-12 17:49:09 -04:00