- you to look around
- some time to respond though
Bullet hell shooter with rhythm elements
License: Other
what has to be in there:
to further solidify that the game is equally hard on all hardware
…and also integrate the art into the game obviously.
The art is in the #art channel in our discord server, so the goal should be clear.
just like the hitbox indicators, a nice addition for debugging purposes (and for showing off hehe)
it'll add a transparent red overlay to a region where danger is coming
confirmed in win10 by PythonCode
Dear @RiedleroD and others,
Hello. My name is Soichi Hayashi I am the father of Sage Hayashi (Dark Rosemary) who passed away last Tuesday. I've been looking through Sage's computer and I've found some conversations that you were having with Sage. I believe you were the last friend that Sage has communicated on that regretful evening.
I just wanted to say thank you from the bottom of my heart, for letting Sage work with your project and your friendship. Sage showed me the game you are working on scratch, and let me play it a few days before Sage died. I've commented on how great this game was, and he was able to play it so well even though I could only survive for a very short time. You have not idea how much this game meant to Sage, how proud they were to be part of it, and how much they appreciated your friendship.
If you are willing, please contact me at [email protected] (me) or my wife [email protected] (sage's mom) so that we could send you more through message. Please let your parents/guardians know about this message, and if they are willing to allow us to thank you and your parents, and everyone who involved our personal tragedy, it means so much to our family and helps us with our grieving process.
If I don't hear from you, I totally understand, and please know that we will always remember you as Sage's precious last friends they had on earth, and if you could remember Sage, there is nothing more that I could wish for.
Thank you,
Sage's Dad
Soichi Hayashi
https://www.dignitymemorial.com/obituaries/bloomington-in/sage-hayashi-9318448
collision detection with projectiles is separate from this issue.
it currently sets the label position and anchors every render cycle even though it is only required when the position is changed (the anchor only has to be set once afaik). Optimal would also be a label.update function to reduce the number of calls on the label update function.
that includes:
because those only prevent getting 100% and nothing else.
this is planned for 1.0, earlier releases can leave it in for debugging purposes.
bc Windows really really wacks all other methods.
either a GNU general license or CC BY-SA would be fine, though I have to discuss this with Dark Rosemary first.
definitely add asap bc who knows what legally happens with the pre-licensed code.
with
pyglet.image.Texture.default_min_filer=pyglet.image.Texture.default_min_filer=pyglet.gl.GL_NEARESt/pyglet.gl.GL_LINEAR
this is a bug in pyglet, but I'll add it anyway so I can fix it if a workaround is found
code sample to reproduce:
import pyglet
from pyglet.media.codecs.ffmpeg import FFmpegDecoder
dec=FFmpegDecoder()
mus=pyglet.media.load("./mus.wav",streaming=True,decoder=dec)
pl=mus.play()
pl.loop=True
pyglet.app.run()
This only happens when FFmpegDecoder is selected in streaming mode and the player loops. Incredibly specific, but all of those are necessary, since:
because that'd be cool.
should be fairly easy implementing a slider widget and updating the volume on slider change.
I'll need volume sliders for:
it says 20fps on my machine, but that aint 20fps my friend. Also it doesn't make sense that when I increased the fps limit from 60 to 120 that I suddenly had 30fps. like wtf.
anyway, investigation time just before release. yay.
then wait 1.5sec until you can get hit again
depends on #17
bc currently, if a bomb is spawned outside the playing field, it won't come, even if it's directed into the playing field.
every cycle,
This issue is ONLY for support of those things, the sprites needed for that will not be provided in the repo except for compressed graphics packs when releasing a new version. All of those features should be optional & a primitive should show up in place of the graphics if it isn't found
- [ ] the ground should support a repeating pattern Ground will be removed before 0.2
the player character should support
- [ ] falling animation
- [ ] crouched falling animation
crouched idle animation
with mirroring when facing the opposite direction
the buttons should support a pressed and unpressed sprite
the start menu should support a start menu banner (maybe even animated)
it's still very much weighted random what upscaling method is used per sprite. Right now, the middle walking animation is still linear, and I have no idea why. The buttons might also be nearest-neighbour but I'm not sure as the testing sprite is ugly either way.
Something like this:
code: Riedler
graphics: Dark Rosemary
music: Riedler & Dark Rosemary (at least that's what's planned)
testing: ? (only include after testing phase)
should be implemented shortly before testing phase
when no levels are found, add a notice in the level selector instead of just exiting on startup & printing an error to the console.
and replace the ValueErrors in the Level loading function with just warnings, followed by not loading the specified level.
if textures are missing, the game should just display a notice at startup that says which textures are missing and tells the user to download the base texture pack
for better expandability, readability and so I can use the window that gets created in CONSTANTS.py
for all the nvidia titan users out there ;)
see this: https://stackoverflow.com/questions/2747784/pyglet-opengl-drawing-anti-aliasing
bc it tries to set the fps/ups labels' text when there aren't any.
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