Monday, May 26, 2014

Bugs, go away!

How many bugs are unknown in your application by average?

BB)

  • Tile cache in maps was not clear after new level (didn't affect game play)
  • Fixed error when creating screen buffers, first thing should be always create material 
  • Buffer ent code improved (3d stuff)
  • Files searches in big file are now much faster
  • Fixed when rendering to texture and the surfaces were lost lead to an AV
  • Fixed a new collision weird assignation
  • Triggers can be executed from the code
  • Fixed an issue with module volume
  • Closure versions of Engine.Find() and Engine.SpritesAt()
  • Closure version of Layer.ScanAttributes()


HBF)

  • New element flower
  • New element star 
  • New element boom 
  • New cotton element 
  • New effect fire wall
  • Snow improved
  • New mechanic enemy beetle 
  • Now hero is pushed down properly from falling items
  • Reminiscence music for intro
  • New sound for last battle
  • Web fall after 1 second of catching a sprite 
  • Fire was moving when in pause 
  • New secret level 
  • Game could not be finished twice
  • Fixed some bugs in the platform bouncers
  • Code related to levels and profile cleaned
  • Issue with boss1 and its fire balls (compiler should warn about non initialized array)
  • Hero with shield is now not affected by web 
  • Platforms now also get default layer var
  • Candle light does not move when in Pause
  • Ray pillar colorkey was not correct
  • Dialog can be seen properly in darkness
  • Now boss1 fire balls emit light in darkness
  • boss1 = kurkani 
  • Snow should be now be more sparse
  • Runes and coins now collide with tiles/items on top
  • More type of candles 
  • New fire jumping ball
  • Crepuscule can be set from top
  • Start Z properly adjusted
  • All circular enemies collision shape set to csCircle
  • All rotating enemies do not longer react to the Reverse event
  • New interface IHud
  • Now Finish screen shows the number of lives 
  • When hero dies with gravity up it falls down
  • Now game uses the closure versions in some functions that are used quite a lot, meaning no overhead creating lists 
  • Fixed a collision when tile vs item when gravity is up
  • Fixed a gravity collision issue, it was not affecting beetles because of its height
  • Gravity color switch is now faster
  • Spider now correctly does not get too close to hero when he has immunity
  • Fixed a weird collision issue when the gravity change too close to a tile


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