Found binaries at OneDrive
What's new since the last update?
HBF)
- Dust and starfield are no longer split into render/tick, so looping twice is avoided
- When hero dies in lava, particles are shown in a different color
- Fireworks done with particles
- Many Trunc() and Round() removed
- Scepter does not appear in the same position as in the previous iteration
- Replaced all possible TGraphicsDriver.Instance by new interfaces from IGameServices
- Waterfalls are always fully developed since the very first frame
- Ending changed a bit...
- Runes class improved
- Shunenbukaidesu improved
- Since blood was everywhere now it got its own class
- In final enemies energy is shown centered and with alpha
- Kurkani also disintegrates and bleeds
- Fireworks are now nicer (I guess...)
- Platforms handling code moved from game to sprites
- New elements AirBubble, Hit, LavaSplash and Spark
- New animation for scepter
- New pickup Minimap
- New explosion sprites sheet
- When water finds a hole it flows
- Barrel movement improved
- Some name changes in levels
- Sprites have now X & Y also as int
- Particles now can have many emitters
- Particles now have autozoom
- New particle visible property
- Now when screen buffer is overflow then it is skipped (avoiding AV)
- Improved sleeping code
- Surfaces can have gamma
- TGraphicsDriver.Triangle() was not drawing properly...
- Improved how sprites internally do Render() & Tick()
- Internal list in SpriteEngine changed from TList<T> to TLinkedList<T>
- Handled platforms in some cases were removed from list incorrectly
- New animation property wait, used to change the cadency of the first frame (used in sceptor)
- Camera2d adding zoom functionality... (WIP)
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