Aside from some small bug fixes here and there, the main change is that HBF can play levels by itself. They can be seen in the Demo menu.
Binaries and sources can be downloaded from SugarSync.
BB)
When adding color to sprites, shadow is no longer affected
HBF)
Now game is able to play demos
I think that finally I caught a nasty bug. Lesson learned: don't internally use fields that you expose for user usage (for example Tag)
New enemy snowball that can freeze the floors when touched (getting smaller)
Many elements now have a shadow (like candle and door)
New bat sound
Pickups can be inactive, used for runes and coins from diamonds
Bubbles explode outside the water
Droid now can also bounce vertically
In order to unlock the achievement "finish with all lives" one must start from first level
Coins that vanish disappear via Warping
Pickups can be active/inactive
New achievement, finish HBF under 15 minutes
One can skip the sentence challenge with escape
System respects the banners order
Coins from Diamonds are affected by friction, and eventually, they stop
Runes don't move after they touch the floor
New soil freezing via snowball:
Saturday, January 25, 2014
I can play demos
Aside from some small bug fixes here and there, the main change is that HBF can play levels by itself. They can be seen in the Demo menu.
Binaries and sources can be downloaded from SugarSync.
BB)
HBF)
New soil freezing via snowball:
Binaries and sources can be downloaded from SugarSync.
BB)
- When adding color to sprites, shadow is no longer affected
HBF)
- Now game is able to play demos
- I think that finally I caught a nasty bug. Lesson learned: don't internally use fields that you expose for user usage (for example Tag)
- New enemy snowball that can freeze the floors when touched (getting smaller)
- Many elements now have a shadow (like candle and door)
- New bat sound
- Pickups can be inactive, used for runes and coins from diamonds
- Bubbles explode outside the water
- Droid now can also bounce vertically
- In order to unlock the achievement "finish with all lives" one must start from first level
- Coins that vanish disappear via Warping
- Pickups can be active/inactive
- New achievement, finish HBF under 15 minutes
- One can skip the sentence challenge with escape
- System respects the banners order
- Coins from Diamonds are affected by friction, and eventually, they stop
- Runes don't move after they touch the floor
New soil freezing via snowball:
Wednesday, January 15, 2014
Time for achievements
Nowadays a game needs achievements, so why not implement them in my own style?
Binaries and sources can be downloaded from SugarSync.
BB)
Sprites clip are set to empty not only when creating it but also when loading (since I reuse them)
New ISprite.GetCurrentFrame()
Some checks in maps are only done when in DEBUG mode
FlipX() and FlipY() renamed to ToggleFlipX() and ToggleFlipY() and new property FlipX for helping the getters and setters
HBF)
New achievement system, at the moment there are 21.
Achievements visuals are updated always when menu is shown
Princess is now a pickup
New banner system, more handy to use
New music for last level
Change the arrow speed from to 4 (so is a little bit faster than hero)
New golden egg pickup, if taken (it changes its location from time to time) it starts a battle, if battle is won, runes are spawned, try to collect them all
Achievement all coins fixed
Profile system improved
Profile storage now uses a dictionary
Droid only can only kill normal enemies with the laser
Eye only can only kill normal enemies with the laser
New interface IProfile
Hud hows all collected Runes
New fighting room (remember ranarama?)
New golden egg
New achievement system
Many runes to be collected
Binaries and sources can be downloaded from SugarSync.
BB)
Sprites clip are set to empty not only when creating it but also when loading (since I reuse them)
New ISprite.GetCurrentFrame()
Some checks in maps are only done when in DEBUG mode
FlipX() and FlipY() renamed to ToggleFlipX() and ToggleFlipY() and new property FlipX for helping the getters and setters
HBF)
New achievement system, at the moment there are 21.
Achievements visuals are updated always when menu is shown
Princess is now a pickup
New banner system, more handy to use
New music for last level
Change the arrow speed from to 4 (so is a little bit faster than hero)
New golden egg pickup, if taken (it changes its location from time to time) it starts a battle, if battle is won, runes are spawned, try to collect them all
Achievement all coins fixed
Profile system improved
Profile storage now uses a dictionary
Droid only can only kill normal enemies with the laser
Eye only can only kill normal enemies with the laser
New interface IProfile
Hud hows all collected Runes
New fighting room (remember ranarama?)
New golden egg
New achievement system
Many runes to be collected
Monday, January 6, 2014
HBF, first 2014 update
Finally Xmas is over!, in between I found some time to improve this little game mess, latest changes:
Binaries and sources can be downloaded from SugarSync.
BB)
HBF)
Editor)
When game is finish, there is also a new presentation
New level for The Ending
Binaries and sources can be downloaded from SugarSync.
BB)
- Rectangle collision uses bounding boundaries rather than rectangle, so is more accurate
- New method TCamera2d.Reset()
- Font can now have a 2d camera
- Screen buffers are no longer created with huge size since most of the time they are under used, now they are discarded when more vertices are needed and then exponentially increased, default is now 512 vertex (before it was 32768), memory footprint reduced dramatically
- New BB.Game.Achievements unit
HBF)
- Trap door now uses a rectangle collision (it cannot use a polygon shape since the system can only generate one polygon and this bitmap would generate two)
- HUD refactored a bit
- Coins stuff moved to HUD
- Map tiles changes
- Bottom contact adjusted when testing left and right collisions
- Spikes and flames take tile height as reference
- Jellyfish moves faster
- Now hero falls in small gaps
- New world view at the beginning of the game (it shows all levels in miniature)
- Screens code refactored
- New teleport element
- Teleports can be grouped, so one can have many on the same level as long as they are in different groups
- Hero's immunity activated when entering destination teleport since an enemy can be moving there
- Princess has more Z priority
- Crab collision when waking up has been improved
- Droid laser speed set to 1
- Droid does not stop when it is closed to tiles (avoiding potential gliches)
- Hover collision system against tiles improved
- Hover collision system is now based on physics when colliding with other hovers
- Titan collision with enemies improved
- Start attribute checking, now it checks for no start or more than one start
- New level The Ending, now is a big maze
- Moving platforms bottom check fixed
- Bat collisions improved
- New game over screen
- New stalactite bitmap
- Fixed a bug when hero was dying and a bubble catch him
- New waterfall tiles (trying...)
Editor)
- Grid is visible again
New world presentation
When game is finish, there is also a new presentation
New level for The Ending
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