Binaries and sources can be downloaded at the moment from SugarSync, from readme:
BB)
- New class TPendulum in BB.Physics
 - FMUSIC_FreeSong() was not called every time a new song was loaded
 - New TBackground properties SeamlessX and SeamlessY
 - New TSurface.Fire (old skool fire...)
 - New property TSimpleSprite Radious
 
HBF)
- When hero collides with floor, an animation is shown
 - Arrows now can also kill enemies
 - Collision from enemies to hero's shield are done via Radious
 - Bat collision was broken for a few releases
 - Error in gravity when one red light was not painted, the whole system was tagged as "not needed"
 - "Cluod" is able to Flip
 - Hero can now go diving
 - Hero releases bubbles when diving
 - New sea level 12 (previous 12 is now 14)
 - Birds don't appear in water levels (via new map property)
 - Collecting pickups was clearing the cell from the wrong layer
 - New enemy cannon
 - Hover collides also with other hovers
 - New TGameSprite.ApplyEnvironment, if false no top/bottom collisions are performed
 - Cannon balls explode when hiting a wall
 - Cannon ball can also break walls if they are breakable
 - New property TGameSprite.DieWhenHit
 - New fish enemy called fishi
 - New enemy called froggy
 - New IEnemy.IsMechanic()
 - Arrows can only kill non mechanical enemies
 - New spike ball that is hanging from ceiling (behaves as a pendulum)
 - Spike ball can break walls
 - Crepuscule is now integrated in the effect dispatcher
 - Scanlines are now integrated in the effect dispatcher
 - TFire is now TFireWheel
 - New Flame prototype (old skool fire)
 - New dragon enemy (not used yet)
 - New music for level 13
 
Cannon balls can break some walls
New enemy froggy
New level totally under the water (also new enemy fishi)
New spike balls, beware!




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