- bug fixes
- fixed corpses' alignment with bones
- killing a technology building during construction no longer "breaks" the player's technology
- visuals
- white flash unit damage is done using a shader, so can happen during other animations
- more team-colour tweaks
- added "swoosh" attack effects
- better lavaland tileset
- better building "bleed" effect
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// This assumes that your sheet looks something like this (in CSV format) | |
// key, en-gb, en-us, fr-fr | |
// title, Colour Wars, Color War, Guerres de Coleur | |
// press_start, Press start, Press start, appuyez sur start | |
// ... etc | |
// The script will create a bunch of JSON files at the root of your drive, one for each locale | |
function exportLocalisation() { |
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# VARIABLE LIST | |
midpoint_part1_TX = 0 | |
midpoint_part1_TZ = 0 | |
midpoint_part2_TX = 0 | |
midpoint_part2_TZ = 0 | |
midpoint_part3_TX = 0 | |
midpoint_part3_TZ = 0 |
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var babysitter = { | |
coroutines : [] | |
} | |
babysitter.add = function(c) | |
{ | |
// add a new coroutine to be "babysat" | |
babysitter.coroutines.push(c()); | |
} |
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return { | |
keyboard = { | |
{ | |
up = { "w", "z" }, | |
down = { "s" }, | |
left = { "q", "a" }, | |
right = { "d"}, | |
confirm = { "lctrl" }, | |
cancel = { "h" }, | |
advanced = { "lalt" }, |
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const vec3 colours[10] = vec3[10]( | |
vec3(217.0 / 255.0, 68.0 / 255.0, 54.0 / 255.0), // team 1 colour | |
vec3(76.0 / 255.0, 106.0 / 255.0, 255.0 / 255.0), // team 2 colour | |
vec3(179.0 / 255.0, 98.0 / 255.0, 138.0 / 255.0), // team 3 colour | |
vec3(65.0 / 255.0, 217.0 / 255.0, 65.0 / 255.0), // team 4 colour | |
vec3(140.0 / 255.0, 255.0 / 255.0, 64.0 / 255.0), // team 1 glow | |
vec3(255.0 / 255.0, 163.0 / 255.0, 52.0 / 255.0), // team 2 glow | |
vec3(255.0 / 255.0, 220.0 / 255.0, 64.0 / 255.0), // team 3 glow | |
vec3(103.0 / 255.0, 245.0 / 255.0, 255.0 / 255.0), // team 4 glow | |
vec3(1.0, 1.0, 1.0), // white (pain) |
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extern number time; | |
extern mat4 palette; | |
vec4 effect(vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords) | |
{ | |
vec4 base = Texel(texture, texture_coords); | |
number grey = (base.r + base.g + base.b)/3; | |
vec4 swapped, next; |
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love.load = function() | |
-- prepare team-colour palettes | |
bynumbers.addPalette("assets/bynumbers/red.png") | |
bynumbers.addPalette("assets/bynumbers/blue.png") | |
bynumbers.addPalette("assets/bynumbers/green.png") | |
bynumbers.addPalette("assets/bynumbers/yellow.png") | |
-- create the sprite pack | |
foregroundb = fudge.new("assets/foreground", { | |
npot = false, | |
preprocess_images = { bynumbers.paint } |
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const float PI = 3.1415926535; | |
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) | |
{ | |
float aperture = 178.0; | |
float apertureHalf = 0.5 * aperture * (PI / 180.0); | |
float maxFactor = sin(apertureHalf); | |
vec2 uv; | |
vec2 xy = 2.0 * texture_coords.xy - 1.0; |
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local _coroutines = {} | |
local _add = function(c) | |
-- add a new coroutine to be "babysat" | |
table.insert(_coroutines, c) | |
end | |
local _clear = function() | |
-- remove all the coroutines, start afresh |
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