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author | rodri <rgl@antares-labs.eu> | 2023-03-08 20:59:10 +0000 |
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committer | rodri <rgl@antares-labs.eu> | 2023-03-08 20:59:10 +0000 |
commit | b545537c9a6c7d32976b863cbb14792980d31e3d (patch) | |
tree | 71cb8c74c6be18ab80dbfb0c92fccdc580788439 /todo | |
parent | 941d146cea7d0c2ce872e599622a5c9e01d37fe2 (diff) | |
download | musw-b545537c9a6c7d32976b863cbb14792980d31e3d.tar.gz musw-b545537c9a6c7d32976b863cbb14792980d31e3d.tar.bz2 musw-b545537c9a6c7d32976b863cbb14792980d31e3d.zip |
implemented states to represent game scene stages.
added an intro as well.
Diffstat (limited to 'todo')
-rw-r--r-- | todo | 13 |
1 files changed, 8 insertions, 5 deletions
@@ -7,11 +7,14 @@ [ ] hyperjump [ ] minskytron effect [ ] engine damage on every jump -[ ] different screens for each game state - [ ] intro - [ ] connecting to server - [ ] waiting for a player - [ ] main game +[✓] different screens for each game state + [✓] intro + [✓] connecting to server + [✓] waiting for a player + [✓] main game [ ] reduce the amount of data sent on every NSsimstate packet [?] the client must try to connect continously > there's an error in the udp stack that doesn't allow the client to receive packets if run before the server is up. +[ ] more realistic DEC Type 30 CRT emulation + [ ] the right colors (fg: 0x3daaf7, fgblur: 0x0063eb, bg0: 0x79cc3e, bg1: 0x7eba1e) + [ ] the right decay function |