Saturday, November 16, 2013

Time to profile

Main change is the ability to start from an already played level

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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