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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