Comments (4)
Instead of assigining widgets to levels, UI script has done the job.
Non-linear level order is something I definitely will take a look into at some point.
Level data will be migrated from config.json soon.
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Some progress and stub made in this commit: b2d493f
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This ticket will be closed once random level order is implemented, which is going to happen soon.
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Random level order has been implemented in this commit: b0883b2
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Related Issues (20)
- Crash on save engine settings HOT 1
- Use setfenv in UI scripts
- Add a commandline switch to instantly load a particular game
- Unify the way resources are referred HOT 2
- Add rolling sound effects HOT 1
- Add lives system config
- Spheres: Split magnetization tables and match tables
- Add path introduction HOT 1
- Rearrange drawing system in order to eliminate anti-aliasing glitches HOT 1
- Crash when not including colorsRemoveIfNonexistent in color generator HOT 1
- Localize collectible behavior HOT 1
- Differentiate between trying to get an unknown resource and a resource which failed to load HOT 1
- Finish game documentation
- WidgetSpriteButton click behavior
- Make sphere shadow sprites optional
- Rewrite the renderer HOT 1
- Make whether the level should wait for shot spheres to be failed configurable
- Implement replays
- Make shooter shadow sprites optional HOT 1
- Engine settings not reverted when cancelling
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