Binaries and sources can be downloaded at the moment from SugarSync.
So what's new?
BB)
- Buffer.Use() was used too early causing errors in 3d stuff
- New class TCamera2D, it has been decoupled from TLayer.
- TEnts new overloaded Load() method for streams
- Layer and Sprites now can use the 2d camera
- Polygons can now be set to the sortered buffer list
- Removed any coordinate information from TLayer
- Sprites have a new property called ParallaxId, which can be set manually or automatically by the rendering layer
- Class TCollisionMatridx, implements spacial partitioning for easy retrieving of sprites at a certain position
- Fixed rare memory errors in TSpriteEngine.Render() when killing entities
- TLaser did not call Clear() before being freed (since is not a TSprite descendant) creating some memory leaks
- Fixed a bug when a sprite had shadows and index was 0 (-0 = 0)
- Tiles in maps can cast shadows
- Engine 3d code cleaned a bit (long time...)
- TLayer.ScanAttributes can be now set to a certain window (so not the whole map has to be scanned)
- TSurface.Blit() heavily improved since it is the base for darkness
- New TMem.Move32()
HBF)
- Hero dies in a different way (not sure if I like it)
- Fixed error in AdjustToLeftTile()
- Stalactite now explodes when collisioning with shield (very realistic...)
- Cannon is now set to mechanic
- Fixed minor bug when pausing Spikeball
- New backgrounds
- Droid has a new sound
- Some 3d stuff is now shown in menus
- All necessary changes for using new 2d camera were applied
- VerticalVelocity renamed to Impulse
- Explosion does not longer kill hero
- Fixed bug with fishes that were facing none status
- Fireballs in fire wheels are no longer TGameSprite but TNonGravityEnemy
- Tiles now cast shadows
- Fixed the spikes collisions (not working 100% yet)
- Fixed a bug where game could not be continued more than once in the same level
- Ending menu loads resources when needed
- TBird was immortal...
- Darkness is now generated in real time, showing also light emitted from different objects (candles, fire, etc)
- New attribute ATTR_FIRE (serve as dying flag and light emitter for darkness)
Editor)
- Updated with camera stuff
Demos)
- Code cleaned a bit
This is the new darkness generator
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