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CHANGES.txt
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[Alpha 2]
- Scenes: Levelintro, levelsuccess, levelfailure, levelquit
- Fadings between states
- Saved for next level: rockets, score, specials
- Highscore backend
[Alpha 3]
- Player now has a shooting animation
- Highscores get displayed in mainmenu
[Alpha 4]
- Deimplemented specials
- Implemented items/powerups
- Keeps alphachannels
- Implemented mutliplier
[Alpha 5]
- Particles aren't deleted before they leave the viewport
- Nearly all settings exported to config file
- Mainmenu is now vertcally orientated
- Uses ttfont instead of prerendered
[Alpha 6]
- Bug: Certain timers didn't get paused when a scene was playing or the level was paused
- Multiplier bar effect: Bar empties/fills completly when factor changes
- Disabled fadings due to performance problems on the pandora
[Alpha 7]
- Bug: Cursor was placed out of screen.
- Press <down> to absorb items faster
- Player offset from bottom is now configureable (PLAYER_OFFSET)
- Maximum multiplier descrease speed configureable (MULTIPLIER_DESCREASE_SPEED_MAX)
- Eruption when the player fails (ERUPTION_TIME_FAILURE)
- Rudimentary "New Highscore" screen(LEVEL_SCENE_NEW_HIGHSCORE_*). Needs improvement
- Splash screens
[Alpha 8]
- Essential sounds
- Faster item collection now also possbile one tile left and right
- Moving up via pressing <up> is now also possible when moving is stopped(due to item or destruction)
- Player is automaticly flying faster if there are no tiles in screen(NO_TILES_IN_SCREEN_SPEED)
[Beta 1]
- Min destruction is required to make the multiplier fill(MULTIPLIER_MIN_DESTRUCTION)
- When multiplier bar empties the factor goes back to 1.