2
I Use This!
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Commits : Listings

Analyzed 4 days ago. based on code collected 5 days ago.
Nov 09, 2023 — Nov 09, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Merge pull request #718 from al0fdf/bottomless-pit-stonepipe-flats
DDR
as David Roberts
More... 2 months ago
Merge pull request #719 from al0fdf/fanfare-volume-fix
DDR
as David Roberts
More... 2 months ago
Merge pull request #716 from al0fdf/grotto-door-terrain-fix
DDR
as David Roberts
More... 2 months ago
Shifting the license from straight copyright for the protected content, over to CC-BY-NC-SA. More... 4 months ago
Added a few French translations from moldorm.
DDR
More... 6 months ago
Vocal sound for moth boss dying. More... 10 months ago
Merge pull request #720 from al0fdf/show-coins-in-shops More... 11 months ago
Added the 'set_perma_show' function to the coin display. Once set to true, the coin counter remains visible until the next level load. Additionally added level controllers to Chopple's shop, Prospera's shop and Tempo Village's shop to make the hud permanently visible upon level load. More... 11 months ago
Tuned down the victory fanfare's volume. Fixes https://github.com/frogatto/frogatto/issues/456. More... 11 months ago
Increased height of bottomless pit indicator in stonepipe flats to make the pit somewhat more visible/apparent. More... 11 months ago
Removed tiles in Frogatto Grotto so that frogatto no longer visually floats above the left door. Fixes #714. More... 11 months ago
Potfile update More... about 1 year ago
Update version and bug report link in POT files More... about 1 year ago
Tweaked the forest-clean palette (early alteborea) to have better cohesion between the different color ramps. More... about 1 year ago
Fixed an assert on the little joke mortimer makes if you bring back a second ant. More... about 1 year ago
Fixed a couple minor visual issues (bad tile arrangement on widescreen spillout, missing deadly-pit indicator) on the backroom of the crevice village basement level. More... about 1 year ago
Fixed an issue where padlock keys weren't preventing their respawns if the player carried the key in question back onto the same level. This also would break the key-respawning mechanism, since something was physically obstructing the location to move the key to. More... about 1 year ago
Added a line to the titlescreen describing how to enter the editor. More... about 1 year ago
Merge pull request #705 from al0fdf/map_location_hax More... about 1 year ago
Replaced the rest of the white forest plant shot particles with legacy attaches. More... over 1 year ago
Fixed an incorrect level palette. More... over 1 year ago
Added graphics for a new legacy particle system for the white forest flowers. Fixed a copy of the old one that existed in the hortlebort. More... over 1 year ago
Updated one of the major traversals in Celadon Clearing which wasn't correctly possible to complete, and required you to basically cheese it by walljumping a spot that was intended to be your later shortcut through the level. Cleaned up a few layout issues with the upper-left part of the level. More... over 1 year ago
Rebuilt the hortlebort particles using the sprite-based legacy particle system, both for speed and appearance's sake. More... over 1 year ago
Updated the credits. More... over 1 year ago
Adjusted the line of dialogue given if Imoti suggested something about a barrier in your way, since he's not always specific about it being a force field. More... over 1 year ago
Added a light bloom to the regular gazer's attack. More... over 1 year ago
Fixed a bug where the walk position for the player, after beating milgram, could in rare cases pick a position that's impossible to reach because it's buried in a wall, leading to the player permanently being stuck walking. More... over 1 year ago
Some tuning for the jumping worm's vulnerability to impact damage, so the crates in their boss fight aren't useless. More... over 1 year ago
Fixed a dumb, embarrassing typo on berd's neutral conversation after the moth boss. Adjusted the moth boss to have slightly less HP, gave it slightly more energy vulnerability, and eliminated the fire vulnerability entirely. Added another card draw for it dropping ammo so that the fight can progress more quickly. More... over 1 year ago