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Origin/lumberjack #130

Merged
merged 61 commits into from
Nov 19, 2023
Merged

Origin/lumberjack #130

merged 61 commits into from
Nov 19, 2023

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MrTroyD
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@MrTroyD MrTroyD commented Nov 19, 2023

Description

10 levels for Panic mode
10 levels for Attack mode
Multiplayer stages for Panic and Attack mode
Full gameplay loop
Error checking for connection lost to alert user to press B to back out
Properly load Cho and Swadgeland Guy for save files

Test Instructions

Play Lumber Jacks: Panic Single Player
Play Lumber Jacks: Attack Single Player
Play Lumber Jacks: Panic Multiplayer with two swadges
Play Lumber Jacks: Attack Multiplayer with two swadges
Play Swadgeland and see if "Guy" appears as a selectable character in Lumber Jacks
Play Magtroid Pocket and see if "Cho" appears as a selectable character in Lumber Jacks

Ticket Links

Readiness Checklist

  • I have run make format to format the changes
  • I have compiled the firmware and the changes have no warnings
  • I have compiled the emulator and the changes have no warnings
  • I have run make cppcheck and checked that cppcheck_result.txt has no warnings for the changes
  • I have added doxygen comments to any code used by more than one Swadge mode. This includes /*! \file comments with Design Philosophy, Usage, and Example sections for new headers.
  • I have run make docs and checked that doxy_warnings.txt has no warnings for the new code

Added title screen to act as an inbetween for non-networked games.
Added sprites for the title screen
Renamed ghost from enemy_d1 to lumbers_enemy_d1
Renamed enemies a b c to be more aligned with game
Made map loadable via file
Made map width a hard number of 18 No H scrolling pls
Made map height dynamic as it's loaded via file now
Fixed entity going off of screen bug that was almost introduced
Added axe or ax block, doesn't do anything yet.
Updated level bin file
Fixed title, because Lumber Jack is two words.
Made enemies file loadable (up to 64)
Made player spawn location file loadable
Made axe block location file loadable (up to 8)
Fixed enemy spawn time
Add invincibility when you respawn
Add lives counter
Add lives icon
Added submersion timer
Fixed ducking bug
Removed climbing animations from code
removed spriteOffset from hero
Removed ibm font because I'm not using it.
Added atari grube font.
Changed lives icon to be just characters head.
Disabled water in Attack game mode.
Started score system feedback.
UI cleanup
Added UI image for multiplayer mode
Started basis of game state machine
Added score value for enemies
Started basis of finishing winning level
Removed anim and slowload because I have no idea what those were for
Fixed the variable map sizes being cut off
Added LUMBERJACK_TILE_SIZE because...
Added victory check when completing level to make sure player is on ground
Updated level 1 as it is now made with the new Tiled level editor format
Continue on victory
Loads multiple levels
Spawnx set by file instead of magic number
Added level exporting to tool
Added level index display
Fixed levels looping around not properly upgrading enemies
Made network mode NOT take upgrades in to account
Fixed memory problem with enemies between levels
Made levels consistent between levels.
Removed second bumped frame from enemy animation
Added a free buffer to stop level from crashing
Added a button buffer to stop the game from trying to load twice.
Increased the upper level y so you can see more of the level
Fixed the bits I replaced for hardware
Ghost enemy added in code
Duck is useful
Removed lumberjackDoEnemyControls as it wasn't doing anything
Made the block appear where it needs to be.
Added animated axe block
Assure that player spawns in the Y location that they are suppose to
Fixed spawnpoint in current maps
Added an easy level 1
Added flipping tiles.
Started basis of Attack mode.
Added Cho to game
Fixed the ghost not spawning in levels 3 through 5
Added flip as lives icon for Cho
Shortened ghost spawn time
Fixed game over crash if no ghost was available
Added better but temporary secret character code
Stopped building level before game was started
Game now remembers character chosen, not individual characters
High score updates when you beat it
Updated the map editor tiles
Removed logging cruft
Created multiplayer map for panic
Added basic multiplayer for panic
You now win in mutliplayer instead of it saying game over
Decreased maximum enemy count
Added better enemy spawn timer for two different modes
Modified spawning slightly
Added two levels for single player attack mode
Fixed bug I introduced with last push.
Fixed clipping when 16+ enemies appear on screen.
Refactored tiled collision detection.
Removed double tile array.
Fixed missing tile in Attack level 2
Added Attack level 3
Added Attack vs Level
Fixed multiplayer bug where two host or two clients could lock the game
Separated multiplayer modes between Panic and Attack
Hid debug information again
Added in visible bonus or combo system
Tweaked attack level 2, 3, 4 and vs.
Changed invincible sprites so that they're less epileptic.
 Started enemy type 3 with graphics
Attack mode now has 3 items to use
Added item graphics
Changed invincibility so you can move with it enabled
Player defaults to idle
Removed invincible animation
MrTroyD and others added 26 commits November 10, 2023 21:18
Score is now being sent multiplayer
Fixed enemy shimmying in the air
Made enemies able to be put in a spawn que (for multiplayer)
Renamed assets so they all appear to go to the same game
Enemies now travel to opposing player's screen
Fixed bonus not showing over x9
Enemy Upgrade in multiplayer bumps opponent and removes their item
Added 0 character for bonus
Added Connection lost for multiplayer games that lag out.
Shortened the swadgeland guys name
Made swadgeland guy unlockable if you play swadgeland
Made cho playable if you play magtroid
Added high score table for each sub game
Fixed the enemies being sent to work a bit better
Stopped enemy respawning and auto killing player
Tweaked panic level 10
Added panic level 8
Added panic level 9
Added attack level 10
Added SFX for bumping over enemy
Added SFX for bumping empty block
Added SFX for jumping
Added SFX for kicking enemy
Added SFX for dying
Panic Music added
Death taunt added
Gameover music added
Added attack levels 7, 8, 9
Modified attack levels 2,3, 4, 5 and 10
Added attack song
Added Exit to Lumber Jack menu
Added Title screen music to Panic and Attack titles
Removed spammy ESP_LOGI
Removed some unnecessary variables
Don't use lumv after free
Start p2p after loading assets to avoid timing issues
Properly center text
Demote lumberjack debug from I to D
Temporarily turned off audio while loading for networking tests.
Started to figure out a loading screen before game starts
Started how to play
Added back button
Remove magic high score
Removed vs player bump
Removed Troy insulting Troy
Fixed Axe spelling
Fixed Panic vs level that was causing crash
Put in bandaid to ignore double hosting while testing
Fixed panic 9 annoying area where enemies were unkillable
Show vs enemy lives on screen now
Added call to action if on title.
Added a kick out if in the game.
Disabled 2nd player icons when not networked
Fixed typos
@MrTroyD MrTroyD requested a review from AEFeinstein November 19, 2023 02:31
@@ -349,7 +349,7 @@ static void mainMenuCb(const char* label, bool selected, uint32_t settingVal)
}
else if (label == sokoMode.modeName)
{
switchToSwadgeMode(&sokoMode);
switchToSwadgeMode(&demoMode);
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This is weird but fine because soko is getting removed anyway.

@AEFeinstein AEFeinstein merged commit 38974e9 into main Nov 19, 2023
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2 participants