~swashberry/minigame-madness

[META] remove default_env.tres

I'm not even sure what this file is for but I know now that we don't
need it, so we can get rid of it.
[META] remove unnecessary global classes.

A lot of the early code declared scripts as global classes because I
wasn't familiar with GDScript.  This resulted in a lot of scripts being
declared globally that didn't need to be.

This commit removes the global status of all of the classes that don't
need to be global.  The only classes which remain global are Minigame
and Projectile2D, which are both inherited multiple times throughout the
project.
[MASTER] update version number to 21.3.4
[MASTER] add a button to mute the in-game music.

A "mute" button has been added to the main menu which toggles the
in-game music on or off.
[MASTER] fix player getting stuck in secret.

Losing the secret minigame will no longer cause the minigame to repeat;
the player moves on to the next minigame whether they win or lose just
like with a normal minigame.
[SHOOTER] add a font for the kill counter.

The kill counter will now use ModernDOS 8x14 as its font, again for
flavor.
[SHOOTER] add a kill counter.

The shooter game frame now has a kill counter which keeps track of the
player's total number of kills.  This is mostly just flavor.
[SHOOTER] remove unnecessary key prompts.

With the new screen size, the key prompts were getting in the way, and
since the controls for the shooter minigame aren't exactly unintuitive I
figured it would be best to just delete them rather than trying to
rearrange things so they'd be out of the way.

The missile key, however, has been kept, and has been moved off to the
side of the screen, since this is the one and only clue to the player
that they have a missile weapon at all.
[SHOOTER] expand game boundary to 460 px.

The shooter minigame is too easy.  There just isn't enough room for the
enemy ships to have a realistic chance of maneuvering out of the way.
To help make up for this, the game's boundary has been extended to 460
pixels in length and more paths have been added for the enemy ships.
It's still not a very difficult game, but it's no longer as trivial as
it was before.
[SHOOTER] lower boundary of minigame to bottom.

The red boundary around the shooter minigame is noticeably higher than
the actual lower boundary of the game screen, which is at roughly y
coordinates 460.0 owing to the timer at the bottom.  Since enemies and
stars passing this boundary is a noticeable oversight, lowering the
boundary makes this implicitly a part of the game window even if the
player can't do anything about that area of the screen.
[SHOOTER] reset the missile's hitbox on game start.

If the shooter minigame is played more than once in a single session of
Minigame Madness (for example, the player starts a new game) the
missile's hitbox isn't reset to its original size and remains as large
as it was when it exploded in the previous game, leading to premature
detonation.  This commit resolves that issue by having the missile set
its collision shape's radius to 5.909 in the `_ready` function.
correct a typo in the readme.

The readme initially read that the game had 8 microgames; in fact the
current number of microgames is 9.
[MASTER] add a label to indicate build type.

A variable "Version Type," settable in the scene view, will indicate the
build type of the game, either Prerelease, Alpha, Beta, or Release.
This will be indicated alongside the version number on the main menu.

In the case of Release, this is indicated as simply "Version."
add a readme for the git repository.

It's time to push out a public release of this sucker.  A basic readme
will provide legal information as well as info on how to export a
compiled binary.  A link to the Issues page has also been included, for
bug reports.
[MASTER] add links to Creative Commons licenses.

The Creative Commons labels on the Credits screen will now open a link
to the license pages when clicked.  The buttons have been modified to
change the cursor to indicate this.
[MASTER] update the version number to 21.3.2
[ANCHOVY] use new movement keys for the anchovy.

The Don't Get Pizza'd minigame now uses the new movement keys rather
than the old UI keys.
[MASTER] push delayed updates to project file.

For some reason the margin for the Endurance Mode button was never
adjusted like the New Game button was.  This commit pushes that update.
[MASTER] add music.

Music, which starts at the beginning of the game and ends at the end,
has been added.  Two additional songs which will come in later on have
also been added to the master/music folder.
[MASTER] add the "Credits" screen.

The Credits screen is now activated by the Credits button in the menu.
It contains attribution notices for third-party assets used in Minigame
Madness.
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