Thursday, April 24, 2014

Bug fixing, the never ending story

Fixing bugs, do they ever finish? :-)

All binaries should be at skydrive 

BB)

  • New Engine.Debug property (it set all related sprites to debug)
  • TLayer.Trace() could raise a AV since under certain conditions a cell can be null 
  • Events from sprites moved to their own new class TEvents 
  • Screen buffers size is now a property


HBF)

  • Final boss getting better
  • When final boss dies he liberates the key
  • Final boss has a new sound when flapping the wings
  • SpriteFactory now gets IGameServices rather than many properties
  • Arrows behave better against bullets
  • New enemy mine, it  has a gravity factor of 2 and kills Enemies
  • Finally rays have a pillar 
  • New trigger method ItemOffset() in order to change the current tile
  • Die sound is more calm (it was too loud)
  • New horizontal trap doors
  • Bomb has a gravity factor of 2
  • One can observe the rendered tiles (used in final boss for heating ice)
  • New method PreciseCollideAgainstTiles(): bool which tests 8 precise collisions
  • GravitySwitcher now publishes Flashing and Quake duration properties
  • Mirror checks for obstacles (if there is an obstacle then the sprite cannot be mirrored)
  • Stalactite, flame and wall now  properly check for collisions (not only for spatial partitioning)
  • Droid,eye and final boss heats the special ice cubes and also mechanic enemies
  • Eye now publishes initial angle and laser color 
  • Arrows are now enemies
  • Candle vanish slowly
  • New Focus element (used in Colors screen)
  • Focus color can now be set as and mask via DirectColor attribute
  • Spotlight now slows down also enemies
  • Published attributes can now also be enumerators
  • Spider web when touching sprites they get locked until the web disappears
  • SLOW_VAR removed, instead SpeedFactor is used
  • Runes are now shown in the achievements menu and not in the hud
  • Observers are cleared properly otherwise AV
  • Candle new property off so when true it won't emit light when in darkness 
  • A bit clever approach for the sounds pool
  • Fixed a small issue with the steps when taking the key 
  • Now when the default resolution does not work, the game properly restarts at 1024x768


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