Binaries and sources can be downloaded at the moment from SugarSync, from readme:
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- When TSpriteEngine renders sprites it should had add the z not subtract it
- New property for sprites UseEngineZ, by default is true, add z to engine z or just plain z
- New property for sprites UseZForHash, by default is true, useful when sprites are moving around z and one does not want to create different buffers
- When retrieving available resolutions we can now pass a ratio parameter, so resolutions with different ratio might be skipped (in HBF is 1.7)
- New level 13 (abusing of gravity)
- Game checks for key and door when loading a map
- Time and coins are now always shown in the top of the screen
- TLaser was missing property Z
- Many changes in sprites z.
- Hero's tail, Fire, Grass, Spotlight and Eye were having wrong Z (forgot that non auto handled sprites do not have engine Z)
- Arrow is no longer an enemy but an element
- Door now has a z
- Game collision refactored
- New crush method so in the future we can do something different
- Boss1 falling too early fixed
- New enemy crab
Cluod being angry (yes is not cloud :-)
Crabby
A "bit" of gravity
That's it for the week
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