David Olofson
David Olofson
There are two problems with the current log files: 1. They're overwritten whenever the application is started. 2. They can get pretty big pretty fast on the higher verbosity levels...
The current purple rings are basically just large, weird looking bullets - and they don't do all that much damage, considering their size. It would be more interesting if they...
Currently, the continuous sound effects are (almost) always started unconditionally, and keep running until killed, whether or not they're actually audible. This is because KOBO_sound::g_move() wouldn't know which sound effect...
Replay player with pause, and frame-by-frame (or ms-by-ms, if desired) nudge, for grabbing perfect screenshots of fast action, without filling up your disk with useless BMPs.
When enemies playing continuous sound effects die, their sound effects are detached, and as a result, they're no longer updated as the listener moves. The most obvious and annoying example...
And so, the question arises yet again; do we pull in EEL (or Lua, or something else), or do we keep extending the current config and theme parsers? The current...
Implement the behaviors needed for new enemies, similar to those in XKobo, in a modular, parameterized form, that lends itself for configuration via the theme parser or similar. (See #158.)...
#### Problem The 0.7.x engine still uses the original XKobo design; all objects are kept in arrays (one for enemies, and one for player bullets) with no space partitioning or...
Convert cs.[ch] to C++, and add what's needed to reimplement the common functionality in the XKobo game logic code. Most of what we need is already in place, since this...
The graphics engine is still a mess of layers of ancient mixed C and C++ code. Here are some refactoring ideas: - Drop sprite.[ch], and build new C++ sprite/image/bank logic...