Saturday, November 2, 2013

The breaking walls and diving version

Trying to create some puzzles via cannon balls and/or spike balls since they can break walls.

Binaries and sources can be downloaded at the moment from SugarSync, from readme:

BB)

  • New class TPendulum in BB.Physics
  • FMUSIC_FreeSong() was not called every time a new song was loaded
  • New TBackground properties SeamlessX and SeamlessY
  • New TSurface.Fire (old skool fire...)
  • New property TSimpleSprite Radious 

HBF)

  • When hero collides with floor, an animation is shown
  • Arrows now can also kill enemies 
  • Collision from enemies to hero's shield are done via Radious 
  • Bat collision was broken for a few releases 
  • Error in gravity when one red light was not painted, the whole system was tagged as "not needed"
  • "Cluod" is able to Flip
  • Hero can now go diving
  • Hero releases bubbles when diving
  • New sea level 12 (previous 12 is now 14)
  • Birds don't appear in water levels (via new map property)
  • Collecting pickups was clearing the cell from the wrong layer
  • New enemy cannon 
  • Hover collides also with other hovers
  • New TGameSprite.ApplyEnvironment, if false no top/bottom collisions are performed
  • Cannon balls explode when hiting a wall
  • Cannon ball can also break walls if they are breakable
  • New property TGameSprite.DieWhenHit
  • New fish enemy called fishi
  • New enemy called froggy
  • New IEnemy.IsMechanic()
  • Arrows can only kill non mechanical enemies 
  • New spike ball that is hanging from ceiling (behaves as a pendulum)
  • Spike ball can break walls
  • Crepuscule is now integrated in the effect dispatcher
  • Scanlines are now integrated in the effect dispatcher
  • TFire is now TFireWheel 
  • New Flame prototype (old skool fire)
  • New dragon enemy (not used yet)
  • New music for level 13

Cannon balls can break some walls



New enemy froggy


New level totally under the water (also new enemy fishi)


New spike balls, beware!


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