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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