Showing posts with label HBF Game Delphi. Show all posts
Showing posts with label HBF Game Delphi. Show all posts

Thursday, July 30, 2020

Summer release


Dear invisible friend

This is a weird summer, the good thing is that the confinement made our island look quite different, that is, cleaner landscapes, animals here and there and crystal clean waters. The bad thing is that economy sinks and stinks..., but at least I keep coding whenever I have time.

Please find binaries at  
 

HBF)
  • Princess position fixed
  • Many TDictionary changed to THashMap
  • New TTriggerDispatcher FreezeCamera() and UnlockCamera()
  • New level Scifi Movie!
  • Now cables are also affected by gravity
  • New element VerticalLight
  • Now Darkness works with Camera (panning and zoom)
  • New enemy FlyingEye 
  • Now Turret laser takes into account any possible actor and stops in in its path
  • All laser enemies now inherit from common class TEnemyWithLaser
  • Some minor optimizations in TColorTileHandler
  • TLavaEruption behaves better
  • Now if an enemy is sleeping and gets damaged it will wake up
  • Fixed some Z issues with Cables and Ropes when zooming with camera 
  • Now when arrows fall some particles are shown and ther arrows dissapear with alpha 
  • Now selecting level  has some flocking effects

BB)
  • Sprite quads massively improved 
  • THashEx.Generic() improved
  • New TMem.Move192BytesAligned(), Move192BytesUnAligned(), TMem.Move16Bytes(), TMem.Move20Bytes(), TMem.Move32Bytes(), 
  • THashMap<K, V> improved
  • 2D camera improved
  • New property TSprite.EmitterMask
  • New TFlocking class
  • New TVectorEx.Limit(), Magnitude() and Square(), TVectorEx.FastLength(), FastDistance()
  • New TMath.CenterOfTriangle(), TriangleHeight()
  • New TFloatHelper.IsGreaterThan(), IsLessThan()
  • New TRectF.Sort() and Round()
  • TPerspectiveCamera properties FOV, Distance and Limits seems accurate now
  • New TCamera2D.Move()
  • TMenuItem.Default now sets Option properly
  • New TScreen.SetScissor(), GetScissor() and RemoveScissor()
  • Sprites, Laser and Fluid drawing improved
  • New TCamera2D.FitToAreaWidth()
  • Little optimizations in loops here and there, making all vars local
  • New TRGB.HasAlpha()
  • Now TMessage.Data is a plain TObject rather than an interface
  • New types T8,T16,T32,T64
  • Now Cables and Ropes cast shadow 
  • Now Cables and Ropes occlusion against camera Z works better
  • Spring behavior is now more precise
  • Z occlusion test for particles improved
  • New TD3DDriver.SetViewport()
  • New TGraphicDriver.GetFullView()
  • New TFloatHelper.IsGreaterEqualThan() and IsLessEqualThan()
  • when drawing a layer, Glow applies only if not completely surrounded by tiles
  • New TRGB.CopyFrom()
  • New TVectorEx.CopyFrom()

Monday, September 9, 2013

Good news (I guess)

Hi invisible crowd

I'm glad to announce that HBF has been restored manually line per line. It took a good effort to do it, so I'm ready to offer it for downloading (at the moment at SugarSync)

Additionally I've added some stuff like:

HBF)
-Added new element candle
-New extra life pickup 
-Fixed gravity error in blob
-Keys can be now configured
-Boss1 fixed
-New eye enemy
-Fixed an issue when recovering looping samples
-Intersection between door and hero improved

BB)
-Fixed issue with layers save path
-TSpriteEngine,assigning files when cloning was creating memory leaks
-TAnimationSprite, cache sometimes freed twice
-TCollisions only created when really used
-TCollisions, changed from IShape to TPolygonEx 
-TBigFile improved
-Fixed some rounding issues in sprites coordinates
-TSound a bit more robust
-New TLaser sprite
-Fixed a serious issue when freeing list of interfaces (boddy intfclear)
-Editor zoom in synch
-Many more objects inherit from TObjectEx, thus making easier to find memory leaks
-SpriteEngine, cache is freed after the sprites
-TSound, fixed memory leak when reading wave (silly me)


I hope now I will be able to update the game more often.