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@jotson
Created January 15, 2015 18:51
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The story so far...
3 hours ago: Reduced alpha on debug overlay
3 hours ago: Updated font
11 hours ago: Fix gold chasing player problem
12 hours ago: Added bitmap font, reworked menu to scale across resolutions
18 hours ago: Added stageScale for UI positioning and size at different resolutions
19 hours ago: Basic text abstraction class
2 days ago: Notes
2 days ago: Basic bomb
3 days ago: Tweaked particle count
3 days ago: Added toplevel obfuscation option
3 days ago: Update copyright
3 days ago: Update mangle and compress options
3 days ago: Added mac icons
3 days ago: node-webkit build stuff
3 days ago: Increased player speed
3 days ago: Turn off preloader debugging
3 days ago: Flash ground
3 days ago: Added desktop, mobile, web flags for performance optimization
5 days ago: Randomized particle lifespans
5 days ago: Gamepad support added!
6 days ago: Removed dead code
6 days ago: Upped particle count on desktop, change orientation again
6 days ago: Fix visual glitches at top and bottom of world where ground is created and killed
6 days ago: Prevent lava flowing down at bottom of world
6 days ago: Changed game size for mobile fullscreen, start game at 0,0
7 days ago: Removed FIXME
7 days ago: Optimizations for mobile devices
8 days ago: Optimization notes, disable gravity on gold
8 days ago: Updated phaser to 2.2.2
9 days ago: Mario-style dust puffs
9 days ago: Melt lava
10 days ago: New digging noises, collect gold noises
10 days ago: Gold!
10 days ago: Refactoring anonymous functions
11 days ago: Flow lava more frequently so flowDownNow animations look better
11 days ago: Increased debug text update frequency
11 days ago: Remove ground debug
11 days ago: Remove OVERLAP_BIAS (phaser 2.2.2-dev arcade physics fix)
11 days ago: Fixed bug where too much lava was being allocated
11 days ago: Updated phaser to 2.2.2-dev
12 days ago: Dirt particles
12 days ago: Roots and bones decorations
12 days ago: Grass at ground level
12 days ago: Add depth information to ground sprites
12 days ago: Fix bug in Ground.update()
12 days ago: New steam art
13 days ago: Performance enhancements
13 days ago: Add variations for digging sfx, added basic steam decoration
13 days ago: Digging sfx
13 days ago: Updated monster animations
13 days ago: Lava filling up sfx
13 days ago: Bones decoration
13 days ago: Sparks
2 weeks ago: Boiling lava sound
2 weeks ago: More performance optimization
2 weeks ago: Changed resolution for performance
2 weeks ago: Added sound framework
2 weeks ago: Updated lava
2 weeks ago: Changed game orientation again
2 weeks ago: Improved lava animation
2 weeks ago: Moved monsters behind lava bubbles
2 weeks ago: Renamed groundDepth to groundBottomY
2 weeks ago: Added G.get() and G.set() for safety when dealing with the global registry
2 weeks ago: Added code to enable/disable GroundManager.artTest()
2 weeks ago: Added jshint configuration to be more strict about variables
2 weeks ago: Added some debug information
2 weeks ago: Added semicolons
2 weeks ago: Make ground a little more sparse
2 weeks ago: Fix hidden monster bug; moved monster group into GroundManager
3 weeks ago: Made LavaBloom a little more intense horizontally
3 weeks ago: Fix visual glitches and camera.follow with Juice plugin
3 weeks ago: Fixed deadzone follow
3 weeks ago: Added Juice plugin for camera shake
3 weeks ago: Camera follow
3 weeks ago: Move lava boilin animation behind ground
3 weeks ago: Added shaders, enabled LavaBloom
3 weeks ago: New monster animation
3 weeks ago: Removed some lines
3 weeks ago: Fix flow down and lava overlap logic
3 weeks ago: Lava boiling animation
3 weeks ago: Burn animation
3 weeks ago: Improved visuals of lava combining with lava.full Added structure for burning player animation
3 weeks ago: Removed obsolete drill images, adding padding back to atlas
3 weeks ago: Resolve lava flowing through rock due to ground map being out of synch
3 weeks ago: Tweening animations for digging
3 weeks ago: New player animations
3 weeks ago: Added onRevived method for Lava
3 weeks ago: Refactored GroundGroup into a general purpose manager for Ground and Lava Moved lava spawning code into GroundManager This is an optimization to speed up lava flow checks
4 weeks ago: Lava optimization notes
4 weeks ago: Refactored player
4 weeks ago: Auto calculate G.baseTileSize
4 weeks ago: Refactored Player class
4 weeks ago: Allow lava to overlap other lava in certain situations to get free animations at junctions.
4 weeks ago: Sprite scale drill
4 weeks ago: Notes about lava animation
4 weeks ago: New keys
4 weeks ago: New lava art
4 weeks ago: Side lava flow animation
4 weeks ago: New lava flowing down animation and control
4 weeks ago: New ground art
4 weeks ago: Refactored create() methods, experimenting with lava art, added artTest() function
4 weeks ago: Refactoring update function
4 weeks ago: Fade in score
4 weeks ago: Revamped message system
4 weeks ago: Lava test
4 weeks ago: New debris textures
4 weeks ago: New ground textures
4 weeks ago: 32x32 assets
4 weeks ago: Better digging animation
4 weeks ago: Better orientation warning
4 weeks ago: Better digging animation
4 weeks ago: Crumbly ground!
4 weeks ago: Beginnings of crumbly walls
4 weeks ago: Added background tilesprite behind tunnels
4 weeks ago: Comment
4 weeks ago: Livereload
4 weeks ago: Added grunt watch
6 weeks ago: Added G.devMode flag to help speed up development
6 weeks ago: Updated license Markdown
6 weeks ago: Changed build action spritesheet => atlas Added license
6 weeks ago: Added padding between textures in atlas to prevent minor visual glitches in animations
6 weeks ago: Updated Phaser to 2.2.1
6 weeks ago: Changed game name
6 weeks ago: Updated tween.to usage to be compatible with 2.2.0
6 weeks ago: Use local copy of web font
6 weeks ago: Made world infinitely deep (2^53 pixels), difficulty based on depth
6 weeks ago: Rudimentary and flawed monster collision detection with tweened movement
6 weeks ago: Don't fade out crushing animation
6 weeks ago: Updated build, moved image files
6 weeks ago: Fullscreen on mobile only
6 weeks ago: Updated build again
6 weeks ago: Updated to use texture atlas instead of individual spritesheets
6 weeks ago: Added texture atlas generator (spritesheet-js) Updated build to include atlas generator
7 weeks ago: Go full screen from menu for playtesting on mobile
7 weeks ago: Rudimentary touch controls
7 weeks ago: Fix cwd issue when running deploy from non-parent working directory
7 weeks ago: Remove README
7 weeks ago: Notes
7 weeks ago: Capture keyboard events
7 weeks ago: Globalized game variable
7 weeks ago: Preparing for additional controls
7 weeks ago: Notes
7 weeks ago: Dynamic sprite sizes
7 weeks ago: Update build
7 weeks ago: Testing aspect ratio
7 weeks ago: Notes
7 weeks ago: Added viewport for mobile
7 weeks ago: Updated rotate text
7 weeks ago: Fixed fullscreen scaling
7 weeks ago: Fullscreen test
7 weeks ago: Replaced run command with grunt connect
7 weeks ago: Updated build system
7 weeks ago: Updated to Phaser 2.1.3
7 weeks ago: Initial commit based on Ludum Dare 29 entry
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