David Olofson
David Olofson
Currently, base pipes and other indestructible objects just kill player bolts. It would be useful and more interesting if they would ricochet on low angles of impact, preserving some or...
With the current engine and game code and artwork, there is no need to rescale or reload anything when resizing the window, as we're already scaling everything live with OpenGL,...
TL;DR: Implement custom rendering callbacks in the sprite engine. Currently, the player ship (along with the shield, if active) is rendered by kobo_gfxengine_t::post_sprite_render(), instead of using the sprite engine. While...
Doesn't seem critical, and entering/leaving the main menu restores things. Not entirely sure what happens with the game save/replay when this happens, though...
As all enemies and levels will be remade/redesigned for 0.8.0, and there will most likely be a series of updates (at least one per region), so it's going to be...
In some situations, it would be desirable to control dithering across the gradients. For example, in the case of the fire/explosion/smoke engine, it would be useful to disable dithering altogether,...
Instead of the rather confusing region/level numbers, there should be some sort of icons or other graphical representation of the progress, also serving as a full campaign overview.
The time/date strings used for presenting campaign replays in the UI seem to have a length restriction somewhere around 26 characters. Could also be in the UI toolkit itself.
As of 0.7.x, there are basically two separate input handling subsystems; one for the UI and one for the actual game. Both of these have various issues; * Limited configurability....
When in the campaign selector (for "Continue Campaign"; don't know if it can happen in other use cases) and alt-enter toggling to fullscreen (possibly any video re-init will trigger this),...