- Jul 03, 2018
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SeventhSentinel authored
Also changed "It's you!" to "Select character & color..."
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- Jul 02, 2018
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Sal authored
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Sal authored
Battle no longer does item scaling if you're ahead, only if you're behind. This means less bananas. Also, SPB increased odds, Shrink is less often.
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toaster authored
* Do the gametype change stuff on the voting screen. * Make all the picking sound and setting stuff one function, rather than in two seperate places that need to be kept identical. * Have the timer at the bottom be the highlight colour. * Map hell! LF2_HIDEINMENU is craftily reused... * Less allocation and deallocation for the adjacent G_RandMaps. Other stuff... * Fix command_map_f not resetting players' score in battle. * Shiny titlescreen! * Fix a random bonus newline in one of the quit messages.
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Sal authored
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Sryder authored
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toaster authored
On a hunch, looked it up. Turns out it's a common typo, and that a nickle is actually a type of green woodpecker!! :V
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Sal authored
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toaster authored
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toaster authored
Sorry, Sal! In my defense, you don't need to recompile from scratch for any of this, despite what it may look like, as the skincolour name lists are walled off from the rest of the dehacked lists... More menu/highlight things: * Rename "Default" to "Game type", to make clearer what it's doing. * Tweak race colouring slightly. * Put a highlight around the level select icon, and make it consistent with voting. * Allow setting the highlight colour to affect the intermissions. * Fix bug with gametype colour getting for record attack. A handful of skincolour things: * Rename Turqouise to Aqua, because it resembles one of my fav 2.2 colours with that name. * Fix incomplete Steel Blue -> Steel rename. * Merge the very similar Blueberry and Sapphire... * ... so Sapphire can be backported! * And Ruby too.
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Sal authored
- The majority of all colors have been tweaked in some capacity to have higher contrast, to either make character highlights or lineart pop out more - Two new "on trial" colors that may or may not stay: Tangerine, and Dusk. Tangerine is a yellow-orange color to fill the void of yellows. Dusk is a previously removed color that looked freakin' sweet after some cleanup, why wasn't this kept?! - Turquoise & Frost have been merged. My clean up of Frost ended up looking like a combination of the two. - Caramel has been removed, Shiny Caramel takes its place. - Unleashed my inner dream as wanting to have the job of whoever gets to name crayons, and changed all two-word names. - Todo: reorganize by hue then lum for a nicer invincibility effect, redo and throughly test ColorOpposite table, double check to make sure there aren't any duplicate blendcolors for OGL
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toaster authored
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toaster authored
* Center level selection. * Re-work Record Attack screen. * Re-order MP Main menu, hide in NONET. * Combined yeeeah on vote screen. * Colour gametype on tab and tally. * (unrelated) Don't show "CHECK" if exiting.
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- Jul 01, 2018
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Sal authored
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Sal authored
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toaster authored
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toaster authored
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toaster authored
* Bar of levels. * Colourisation! * New V_SKYMAP, which hasn't been put in dehacked lists but is otherwise valid! * New single page statistics screen! * V_DrawFixedPatch now works at the edge of the screen! Ghost fixes! * On minimaps! * Free memory after use! * Don't spawn in midair on slopes!
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Sal authored
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Sal authored
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Sal authored
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Sal authored
I want to tackle the two intermission screens whenever I do the same for Race
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Sal authored
Reverted scoring back to what it was before, change order-of-operations to allow switcheroos from bombs.
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Sryder authored
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Sal authored
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- Jun 30, 2018
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toaster authored
* Lots of menu changes! * Little arrows next to changeable cvars! * Show default value for sliders! * Pretty pretty pretty. * I don't know how to describe some of these changes. * Effectively nuke MIDI music support! * Skiddown at the start of a race is more interesting! * Spinning in waterslides! * Tiny bugfix in voting, plus a little celebration...
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toaster authored
* Improve control menus significantly - a more layout-neutral, gameplay importance based order, with spacing, and less depth to get to the important stuff. * Port over the improved MP main menu from internal, including flattening the IP connect onto its level. * Allow for selecting the number of splitscreen players using a menu option, rather than three seperate menu choices. * Improve the layout of all of the level/gametype select menus slightly. * (unrelated) Make fourth player area in 3p splitscreen use the tiling background instead of a pure black area. * (unrelated) Tweak minimap ordering slightly.
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Sal authored
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Sal authored
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