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Version 0.

8-B (10/07/2011):
- fixed: tiles in Yasir tileset
- fixed: doors GFX in JOTD level 2
- fixed: missing snakes in JOTD level 2
- fixed: (globally) easier JOTD level 1
- fixed: better JOTD level 3
- fixed: avoid that monster wave appear with 0 delay (all monsters merged)
- fixed: invincibility sound playing on world completion
Version 0.8 (05/09/2010)
- full jotd 4-level set now complete (and challenging enough :))
- reworked: ground enemy AI: fixes a lot of issues with jumps & attacks
- changed: level file format (smaller, faster loading)
- improved: 2-button control method (like the consoles)
- fixed: joystick controls now work during the game
- fixed: multiple-path moving blocks animation was sometimes jerky (l2 w3, l3 w
1)
- fixed: spikes now share the same y relative position (much better looking)
- fixed: attacking monsters jump y speed was too slow (small/low jump)
- fixed: weapon arc intense had no angle
- fixed: wrong bonus trigger in 4am demo
- improved: (editor) right click on any object automatically selects it in asso
ciation window
if open and item loaded in one of the lists
- improved: (editor) now possible to select boss music by "Properties" window
- improved: (editor) reset clock trigger (avoids coding a trigger just to call
reset_clock())
- improved: (editor) unnamed items not showed anymore in associations
- improved: (editor) more unnamed control objects allowed: restart,reset_clock
- fixed: (editor) prevented user operation to clear a name on a must-be-named c
ontrol object
Version 0.7a (01/03/2010)
- reworked: smoothed some level 4 graphics
- fixed: sector system was not working for small levels (not visible in availab
le levels,
but for my test levels, altough could be noticed on the 4 a.m. mix level)
- fixed: sometimes bomb went into a manic repeat of the bouncing sound,
so it sounded like a crazy fly in a jar :) (reported by Qube)
- fixed: Windows 7 & Vista: full screen mode did not display anything at all (r
eported by spaeR)
- fixed: better screen bounds in windowed mode (reported by hit)
- fixed: text display when locale is "exotic" (I characters did not show up wit
h Turkish locale)
(reported by Plankton)
- fixed: classic w1 l2 end: some small differences with the original
Version 0.7 (08/11/2009)
- improved: added mini level 4 (first world)
- improved: added -wh command line option to set window/screen height (can fix
some problems with some resolutions or
window managers)
- improved: automatically selects the exit when no more money in shop
- improved: 4am demo (some stuff was missing, thanks Qube)
- improved: (editor): special bonus association (same as TriggerItemDisplay2 bu
t with special bonus message. Avoids manual code)
- improved: level image import (can ignore bad first/last lines/columns of pixe
ls of each tile)
- removed: shoot shield in the editor (was not used)
- fixed: command line argument parsing

- fixed: secret button + platform association was not working


- fixed: game crash when hero died
- fixed: jump was too slow on fast machines
- fixed: deprecated code (thanks to hit from EAB)
- fixed: level image import (only worked in monochrome)
- fixed: (editor): close door trigger stays active if door is closed
- fixed: on close/on open callbacks occur only once: avoid multiple "a hidden p
assage" messages
- fixed: classic level 1 world 1: last chance platform trigger only works when
chest puzzle completed
- fixed: (editor) rotating spike from level 4 could not be set in waves (>1 spi
ke)
Version 0.6 (18/02/2009)
- improved: can run without sample files (no more sound exceptions)
or if sound is problematic on your machine (happened somewhere on some Linux
box)
- improved: removed familiar when boss stage
- improved: full alternate tile/enemy set by Yasir
- improved: selectable tilesets support (Yasir Giger-esque art can be selected)
- improved: name can by typed in with the keyboard in the hiscore section (requ
ested by Ultron)
- improved: original graphics now uses original fonts (requested by Ultron)
- improved: added 4 am mix demo level
- improved: slighter longer jump distance
- fixed: in original graphics mode, the hero had a purple background (reported
by Nick Hockin)
- fixed: localization error in jotd level 3
- fixed: weapon collision could totally miss some static enemies
- fixed: display priority problems: spike vs items & levers vs items (reported
by Yasir)
- fixed: reset walk animation to "rest" when stop walking (reported by Ultron)
- fixed: menu / hiscore switching was too fast (reported by many people)
- fixed: control object resolution (spitting heads in classic level 2 were a ta
d too low)
- fixed: increase weapon power full item was free in level 1
- fixed: shopkeeper now comes like in the original. Hero turns back if required
.
- fixed: crouch/duck was too slow (reported by Ultron)
- fixed: no/wrong points were awarded for mask/necklace/gold plate & chest open
ing
- fixed: missing score bonus in classic level 1 world 3
- fixed: enemies too weak / score too low in classic level 1 world 3, making so
me bonuses impossible to get
- fixed: status bar fonts not updated in real time when changing graphic option
s
- fixed: shopkeeper now appears from out of the screen and has better walk anim
ation
- fixed: (editor): safer association window: no more "null" association which l
ed to corrupt level file
- fixed: (editor): derive associated trigger deleted the nearest control object
- improved: (editor): allows to edit full object properties (not only name / vi
sibility)
- improved: (editor): to have a draw line in between trigger and target(s) conn
ected visually?
- improved: (editor): "swap left right" property added to palette so bosses dis
play in the correct direction
- improved: (editor): when removing an object with an association, asks for con
firmation, then also removes association (avoid problems on reload)

Version 0.5 (20/01/2008)


- improved: easier jotd levels 1 & 2 (were really too hard)
- improved: full jotd level 3
- improved: character selection
- improved: replaced Sega music tunes by superior SNES music tunes
- improved (editor): enemies images appear in the editor, with the correct dire
ction (very convenient)
- improved: music in shop
- improved: added hiscores music
- improved: game over: waits fire pressed to fadeout like in the original game
- improved: enhanced graphics done by Yassin Bin Qaiser (credited in the intro
too)
- fixed: classic & jotd levels level 2: possible disappearance of world key
- fixed: prevents to drop bonuses while boss is active (shield, starburst, free
ze ...)
- fixed: when level 3 boss died while jumping, his battered body remained in th
e air.
- fixed: possible crash when displaying text (Brian Wheeler)
- fixed: french locale missing for jotd level 1
- fixed: sector set optimisation was not enabled: slowed the game down
- fixed: lowered in-game music volume (thanks to the excellent MP3Gain tool)
- fixed: no more start sound in shop
- fixed: could be stuck in classic level 4 trap room
- fixed: no more hiscore reset if empty name entered
- fixed: could be stuck in jotd level 2
- fixed: could use a shortcut in jotd level 1 and have insufficient weapons
- fixed: better music management
- fixed: familiar was in shop even when familiar already bought and alive
Version 0.4
- fixed: localized intro text was wrong
- fixed: fadein in intro was buggy
- fixed: increased weapon power price at level 2 (classic world 2) changed from
6000 to 20000
- improved: completed jotd level 2
- improved: more accurate classic level 1-2
- improved: added more energy on jotd levels
- improved: end music
- improved: familiar armoured at start, and when weakened show "naked"
Version 0.3b (beta, 31/12/2007)
- fixed: classic level 2 candle platform was no longer hidden at start: blocked
the way
- fixed: "thief can help" advice (classic level 2) had been hidden for test pur
poses. Sorry.
- fixed: joystick support (kept working and not working depending on the releas
es: now really fixed)
- improved: hungarian locale (not complete due to lack of experience in unicode
handling)
Version 0.3a (beta, 30/12/2007)
- fixed: end of world meant also end of level !
Version 0.3 (beta, 30/12/2007)
- fixed: classic level 2 world 3: last horizontal platform had to be waited for
instead of being there
- fixed: fadeout problems after shop
- improved: better edition features
- improved: almost fully playable jotd level 2 (2 first worlds work)

Version 0.2a (beta, 05/12/2007)


- fixed: Level 2, world 3, second door of four doors, where the skull is, somet
hing is blocking the way
(appeared in version 0.2)
- improved: fadeout/fadein when hero dies and on level load
- degraded: introduced a lot of regressions due to improvements to the editor a
nd the game engine.
Version 0.2 (beta, 27/11/2007)
- improved: hiscores
- improved: implemented changes to match Sega level improvements (see readme ab
out it)
- improved: shade on status bar fonts + better text display speed
- improved: in-game music
- improved: level/graphics cache for fast loading speed (turn it off with -no-l
evel-cache switch)
- improved: jotd level 1 complete, jotd level 2 in progress (world 1 is playabl
e)
- improved: fadein/fadeout when hero dies
- fixed: inventory + take ladder: inventory stuck
- fixed: try to go down on ladder whereas way is blocked: ugly "stomp" effect
- fixed: mask problem on money counter (original graphics)
- fixed: when hero dies in last boss, worm timer could appear right after (whic
h could
make the game easier because of temporary invincibility)
- fixed: scale2x graphic bug
- fixed: l4 w1 gold plate stuck in wall when opening chest
- fixed: l2 w1 @ bonus section: monster missed the first jump
- fixed: some level 1 monsters did not yield points when killed
- fixed: huge memory leaks in sound engine & unterminated threads
Version 0.1 (first full beta, 03/11/2007)
- improved (levels): all classic levels complete with all monsters from all lev
els
- improved (levels): custom level created from original level 1 graphics
- improved (levels): speed bonus on classic level 1 world 2
- improved (levels): added help & speed bonus on classic level 1 world 3
- improved (levels): added the 80000 points score bonus on classic level 1 worl
d 3
- improved (levels): classic level 1 world 3 "diamonds on trap" puzzle is now 1
00% accurate
- improved: better hostile appearing sounds
- improved: ultra-smooth animation (flying hostiles, shoots, jumps)
- improved: huge improvements & bugfixes in the editor
- improved: item bounce sound
- improved: keys & special items bounce when appearing in screen
- improved: when invincible, shoots go through the hero instead of crashing on
him
- improved: much better monster AI (required for classic levels 2 and higher)
- improved: option menu
- improved: can use original graphics, original+scale2x graphics, or manually-r
eworked graphics.
- improved: shoot impacts are better spread over the hostile surface
- improved: cross-through weapons damage more accurate
- improved: on world end, remove all alive obsolete monsters
- improved: hero crouches longer on a jump start
- fixed: issue with joystick
- fixed: jump from a ledge with a ceiling above is easier
- fixed: lateral move while falling did not take walls into account
- fixed: sometimes hostiles passed above holes/ladders without falling

- fixed: maximum 3 salvos in the screen for weapons (knives, spears, stars, fir
eballs...)
- fixed: passing near an already activated lever (when key not owned) with the
key now activates.
- fixed: passing near an already activated button always call the button presse
d code callback.
- fixed: glitch when hero dies (hero appears scattered all across the screen)
- fixed: weapon arc wide
- fixed: bonuses dropped by hostiles are better centered
- fixed: The "S" at the end of "GODS" on the title screen was incomplete
- fixed: directional hostile shoots were not accurate
- fixed: jump range (when landing on a upper platform)
- fixed: detection with moving blocks
- fixed: ground hostiles animation
- fixed: hostiles move during and besides the appearing animation
- fixed: better sound when climbing a ladder
- fixed: multi-jumping from a ladder if "up" remains pressed
- fixed: weapon throw - shot too early and spin in the opposite direction on on
e side
- fixed: item bounce
- fixed: throwing star price
- fixed: moving platform noise sometimes missing
- fixed: items bought in the shop such as shield, freeze ... can be dropped for
later use
- fixed: better shoot key response while standing up
- fixed: money sound kept on playing in some cases after exiting shop
- fixed: weapons refund now at half the price, like the original
- fixed: starburst origin modified on player center
- fixed: fireball parabol (was too low) & power points (was 3)
- fixed: hero was sometimes blocked in ladder cling position
- fixed: wait until hero is standing on ground to summon the shopkeeper
- fixed: management of cling to ladder when jumping
- fixed: restart position policy
- fixed: object fall on ledges
- fixed: hero ladder climb animation
- fixed: monsters appearing sequence
Version 0.02
- improved: first level complete
- improved: sfx & in-game music
- improved: smoother scrolling
- improved: editor
- improved: flying monsters trajectory improved
- improved: auto-filter of some alterned patterns in background/foreground tile
s
-

improved: fall/move during fall fixed


improved: long crouch when hurt by a fall
improved: demo can be skipped with CTRL key
fixed: monsters not shooting if not on screen
fixed: goes a little higher on the ladder
fixed: cling on the ladder from the right when jumping
fixed: fire during falling now allowed
fixed: was too slow to turn & fire when attacked in the back
fixed: multi-weapon trajectory
fixed: fadeout/fadein teleport (player could move)
fixed: open lever only with action when in BACK position
fixed: description of items displayed while handling items
fixed: added turn frame when jumping from a ladder
fixed: fell to fast compared to the original
fixed: jumping from stairs

- fixed: demo timing


Version 0.01
- first world of first level

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