INPC = interface
function GetItems: string;
function GetNeeded: string;
function GetAchievement: string;
function GetDelay: cardinal;
function IsDeal(aInventory: IMemVar): boolean;
function Interact(aInventory: IMemVar): TNPCResult;
procedure StopWalking;
function Talk(out aText: string): boolean;
end;
Just chatting, expecting some items and give new items..., nothing fancy
Found binaries at OneDrive
HBF)
- Minimap also prints teleport, enemies and doors
- New class TDead for handling disintegrate effects
- Blood has more colors in the same range
- Door can take you to specific levels
- Water can flow to already existing reservoir
- New level Asphyxia!
- Game now can have more than one door, so keys are related to door groups
- Now doors can be upside-down
- Better handling of door keys
- Some pools are now based in lava
- Liquid now have texture, Thrownrate, Sound and SplashCadency properties
- class TSpawner improved
- Lava can do ice heating
- Quake is now done with camera
- Birds spawning code improved
- TDust now has orientation (horizontal/vertical)
- New TLiquid.IsResetable()
- New bee (replacing bird...)
- All Direction stuff removed, it was useless
- Deadly liquid does not sound like water anymore
- New class TFloater, barrel inherits from it
- New element Boat, inherits from TFloater
- Waterfalls streams work 100% now
- New Achievement regarding waterfalls
- Adding NPC
- Now game shows inventory
- New achievement related with NPC (talk to them...)
- Menu option continue on removed, now when entering a level one can freely choose another level (if reached of course)
- Optimizer now can load from multiple folders
BB)
- Main engine render loop finally done in a proper way
- Particles now have friction
- New default buffer timeout is infinite
- Triggers can be linked to other triggers, so until related trigger is not executed current one cannot be executed
- Liquid might have textures (used for lava)
- Fonts rendering improved
- Fixed an error with buffer size increments
- Liquid now has thickness
- Liquid now is got some optimization when big areas
- Particles now have emission type (continuous, once)
- TLaser now inherits from TDummySprite
- Trying to add some noise to the laser
- Fixed some offset issues with some primitives
- New TSpriteEngine.Find(name)
- Now Triggers can target any entity that implement IExecutor
- Liquid edges are shown properly
- All sprites now can have texture offsets
- Sprites can now also load from big File
- Laser can now have a texture assigned
- New utils.fmod (float modulo)
New secret and hidden level!
Old man giving me something...
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