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Request#1

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cleanceilingfans wants to merge 214 commits intoRox64:masterfrom
PIlin:master
Open

Request#1
cleanceilingfans wants to merge 214 commits intoRox64:masterfrom
PIlin:master

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@cleanceilingfans
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Im kinda new to github i just made an account to ask you this question. But could you maybe implement an option that allows you to change the image size of the actual game screen. In other words, make the button pad separate from the actual area in which stuff is going on. Its hard to see whats going on at some points when my thumbs are blocking the way. Another minor tweak you could implement is to make the joy pad function across the entire screen so if i slide my finger off the pad itself the button is still being pressed. I would greatly appreciate it it you could reply if you can or cannot fulfill my requests. Thank you for your consideration.

PIlin added 30 commits March 9, 2013 02:11
Now, if there are levels to select, vjoy will be set to second teleporter mode, so tap on any place of screen will be considered as a fire key.
This fixes few places, which are were broken since new renders was introduced:
- portraits in text box now slide in from the border, but not from the outside of text box
- float text (damage numbers) now slides away
- falling island scene now looks right
Font renderer uses recreated clipping functions.
Actually, I've found it, when engine crashed on assert during on STAGE_KINGS_TABLE.
But, it's clearly a buffer overflow.
ESCKEY now is just not processed in the pause menu - so no means to stop the game - no crash.
It was supposed, that screen width is 320*N. But it's wrong on iOS devices.
need_clip was introduced for fix #7
Freezes were due to the next music buffer generation. On iPad 2 it takes about 50 ms - to much.
I've moved music generation in the separate thread. This thread wakes up only if there are empty buffer to be filled. Main thread performs only song loading.
Helgrind shows only possible races inside SDL. It seems, that if I have
problems in my code, then they are not so obvious.
Now spikes behave like in an original game. And last cave should be little bit easier now.
New fixed numbers are based on the measurement, how much original game allows to intersect with the spikes.
Enabled repel up. See description of the problemes in the commentary and in the issue description.
Changelog files are written in markdown
Add patches to fix SDL and libfreetype problems under Xcode 5.
Update deploy.sh to clone specific versions of SDL and SDL_ttf and apply new patches.
This fixes some issues with iOS 7 support

Fix #41
Remove libfreetype dependency because SDL_ttf also brings freetype 2.4.12.
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2 participants