Found binaries at OneDrive
HBF)
- Moving balls bounces when hero is on top and touches a wall
- Electricity also kills enemies (but only if camera is there to make it funny)
- TGameSprite.IsBellow() is more accurate now
- Grass shakes with any moving entity
- Chandelier goes back to original position with a proper animation
- Frogs jumps higher
- Skeleton only throws bone when facing hero
- Spider is now slower
- Enemies are no longer stuck in non moving platforms
- Clouds in menu are now red
- Timeout was not reset when clearing screens, therefore after loosing a fight tunes would not appear anymore
- HUD refactored
- Spring improved
- Snow ball now dies when is too small
- Worm attack pattern changed
- TryEnterVehicle moved from Game to GameSprite
- HandleTeleports and HandlePosts moved from Game to GameSprite
- Gatashi laser now shakes water if it is on the way
- Game is rule by a proper state machine
- Princess now "talks" to hero when close enough
- Jump system improved
- When skull is taken, crepuscule lights go away
- New trigger functions TextSelection() and QuestionAndSet()
- Dialog now has a color parameter
- Firebug speed increased a bit
- Head fire once option implemented
- Cloud priority changed
- Enemies can also now teleport and shield (although they don't do it...)
- Achievements can be reset
- Unlocked achievements are shown differently
- Banners can now be horizontal
- Dialogs can have portraits
- Triggers are executed only when walking and flying
- Messages can be waiting for confirmation
- Screen code improved with machine state events
- When hero dies colors are different
BB)
- Layer removed from sprites (makes no sense)
- New interface IBackground implemented in TBackground
- New TMemVar AsBool, AsInt, AsString, AsFloat
- TSimpleSprite AddTrigger now has a closure version (very handy)
- State machine now includes the current value as param in events so it can be modified