Binaries and sources can be downloaded at the moment from SugarSync, from readme:
BB)
- New pendulum.fix property
- New TSurface.StarBurst()
- System now decides when a buffer will need to be sorted (done via alpha, colorkey or 32 bits surface)
- Shadows are now also cached (performance boost )
- View in TLayer is now initialized on creation
- Hash buffers optimized for 32 bits (before they were UINT64)
- Fixed an rare bug with the D3D stage codes
- The engine is able to load 32 bits image with different alpha and show them properly
- New Layer RemoveItemsAt() and RemoveAnimationsAt() functions
- BuffersToBeRemoved removed
- Fixed minor issues with SeamlessX/SeamLessY
- Filenames in bigfile are now encrypted
HBF)
- New method TGameSprite.Jump() (makes coding easier)
- Mummy now jumps over dying attributes
- Spike ball is able to stand fixed when in 90 degrees and some solid blocks
- New screen when entering levels (starburst effect )
- Some stuff shown in special views is cleared per level and not keep it for the whole game (memory optimization)
- New enemy droid
- Eye laser can break walls when they are breakable
- Rain and snow were adding double amount of items
- Arrows were taking candidate enemies from the hero view, when they have to take enemies from their own view
- Pickups, arrows, grass, spike and spotlight cast shadows
- When a time pickup is taken, Spotlight is also paused
- Refactored coding for screens renders
- FireWheel is shown with proper Z
- New experimental wall element
- Some images were 32 bits with no alpha, so they are reduced to 24 bits
- Mechanic enemies throw explosion when die while normal enemies throw blood
- New hero sound when landing
- Added profiles, so the player can start from any already played level
- Fixed some issues when dying and gravity is reversed
- Levels can have clouds in parallax (level 6)
- Fixed error in AdjustToLeftTile()
Editor)
- Many errors fixed
New enemy droid
Levels can be continued
Parallax clouds
Rotating starburst shown when entering a new level
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