451 lines
12 KiB
Plaintext
451 lines
12 KiB
Plaintext
03-29-04
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* one more code cleanup.
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* redrawed the "exit" tile.
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* cleaned the Makefiles
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03-28-04
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* corrected the volumes.
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* polished the menu background.
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* polished the menu font.
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* added the last comic sequence.
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* corrected some bugs.
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* writed the credits (thanks Paula Radeff).
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* added --fullscreen or -f parameter to the command line options.
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03-21-04
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* finished all the drawings of the game.
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03-14-04
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* fixed a level-design map (thanks to Dimitry from Moscow).
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03-07-04
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* drawed some comics for the transition from castle to lab.
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10-05-03
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* finished the cave comic and the castle intro draiwings/paintings.
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* the castle levelset is available (at least!).
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06-18-03
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* made objects sequence for levels of the castle.
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05-27-03
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* added an icon.
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04-20-03
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* fixed "pieces of objects left sometimes when grabbed" :-) .
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* added a link to the Debian packages (Mantained by Martin Godisch).
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04-19-03
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* fixed object sequence errors (mainly in 5th stage). -Thanks to Ivonne Dekker for the report-
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* fixed (i hope so) a monsters colission bug (in the 2nd stage). -thanks to Martin Godisch for the report-
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02-24-03
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* added the cave stage poster.
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* added the second part of the comic.
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02-23-03
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* painted the second part of the comic.
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* improved the intro-comic.
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* done the cave stage poster.
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* the hint-arrows are displayed 4 times instead of 2.
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* changed the channel for playing the objseq sample (it caused a noise on my rh8).
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02-09-03
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* added hint arrows (in the first 3 stages).
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* added first stage poster.
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* added pause feature.
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* bugfixes - code cleanup.
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* started improve intro-comic.
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* the game starts in fullscreen mode (again).
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02-02-03
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* added intro-comic to the intro
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01-28-03
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* improved titlescreen to be fri (framerate independent).
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* improved object fading (to be fri and to not leave gamearea).
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* added a monster (the blob).
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01-27-03
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* drawed a monster (the pipe).
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* code cleanup.
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* added intro (titlescreen).
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* added roommap (to see wich rooms of the current stage are near).
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* added fadeback() function.
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* implemented fadeback() to return from game to menu.
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* improved the menu background.
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01-26-03
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* code cleanup
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* removed many global variables
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* removed the powerups feature
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01-06-03
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* code changes
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* some functions now are called with the x and y params.
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* removed global variables x and y.
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01-05-03
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* the laboratory rooms are being made (very big!)
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12-15-02
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* Major code cleanup
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made a struct for the player.
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many more.
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* removed fps counter (no need).
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* added powerup counter (for future powerups feature).
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* added a dificulty feature, in diferent dificulty levels there is a diferent
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colission tolerance between monsters and player.
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* added powerup feature!!!.
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now every x special objects collected, the player can choose for
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a powerup (like MSX classic "Nemesis").
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The powerups are:
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Slowmonsters -> the monsters move 30pix./sec. slower. (done)
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Superspeed -> the player moves 50pix./sec. faster and the jump becomes longer. (done)
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Superjump -> the player jumps 50% higher.(done)
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Slowfall -> the player falls 50% slower.
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Tiny -> the player is 50% it's size but have the same habilities as normal.
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12-10-02
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* game ported to BeOS (Thanks to Shard)
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* added handling when click on "Close Window Button" (only works on menu).
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* added exit game (from menu) pressing ESCAPE key.
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12-07-02
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* updated the data files objects.dat and rooms.dat
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- now the game can have 50 stage (before 25).
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- the objects now can have a sequence to be picked
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* added FX (bright_obj). when an object is the next in the
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sequence to be picked it shows a nice starry FX.
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12-08-02
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* added joystick support by Gorka Olaizola.
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12-01-02
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* major code cleanup.
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* the game is installable!!! (Thanks (a lot)to Gorka Olaizola)
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* now you can do:
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./configure
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make
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make install (as root)
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11-28-02
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* the respawn fx is framerate independent.
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11-17-02
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* started making specialFX.
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* done the respawn FX (with sound).
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* done the pickobject FX.
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* done the thunder FX.
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11-10-02
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* its been a long time without updating the changelog...
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things that has been done:
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* Redrawed the sword enemy.
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* Drawed MANY castle backgrounds.
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* Drawed MANY objects.
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* Drawed a couple of tiles.
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* Drawed the living-dead head and the spinning axe enemies.
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* Changed the goblin for the bat (now the goblin is in the caves and the bat in the castle).
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* Made MANY levels, today i think i will finish level 15!!!.
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* Deleted the music ctgoblin.s3m (only one music for each landscape).
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* Added castle music.
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* Added an animation when Pachi is standing (not definitive).
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and maybe more things... in don't remember
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10-30-02
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* Implemented .T8 file format for graphics.
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* Reduced graphics size from 15Mb to 5Mb (uncompresed) without loosing visual quality.
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10-28-02
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* added framerate counter (pressing [F1]).
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10-27-02
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* drawed one more enemy for the caves (the looking eye).
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* fixed (i hope) a bug that made Pachi falls in some circumstances (doing [alt]+[tab] in windows for example).
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* thanks to that bugfix now is available (again) the windowed game mode.
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10-20-02
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* Fixed a visual bug (when Pachi stayed very near an enemy, the Pachi "sprite box" was displayed above the enemy).
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* Drawed two more enemyes for the caves (the pike and the blinking eye).
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* Changed the music for the caves.
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10-16-02
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* Now codes are available for every stage.
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10-15-02
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* Fixed a bug. (when the player falls one room down, it (sometimes) falls 2).
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* some floor collision detection bugfixes.
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10-10-02
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* Eliminated windowed game mode (causes a lot of bugs... i'm working on that).
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10-09-02
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* Improved web graphics.
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* Corrected (at last) the sound in windows (thanks to Sam Latinga for his hint).
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10-07-02
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* added the showcode(); routine to display the code to the next stage.
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* When the game is won ask for the name to put it in the hall of fame.
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10-04-02
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* added a couple of backgrounds.
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10-03-02
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* a couple of new levels.
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* added a "Please wait game data loading" when press start game in the main menu.
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09-26-02
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* added hall of fame.
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* made hall of fame background from the "la calavera del jardinero" sketch.
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* changed font in hall of fame.
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09-25-02
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* corrected jump control now the max height of the jump is in pixels instead of
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loops.
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* adjusted monsters speed in hard level.
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* recentered the menu options in the main menu.
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* added a timer and each dificulty level has different time to complete stages.
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* in the easy dificulty level, the player jumps 10 pixels more high than the
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other levels.
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* added sound when the timer is <= 10.
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* when a stage is completed the player earns 45*difficulty points for each second left.
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09-24-02
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* the game has now faster gameplay.
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* implemented frame rate independent movement, now the game has the
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same game speed in every computer.
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* added 3 difficulty levels to the main menu.
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* corrected collision detection, it may fail on VERY slow systems.
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* corrected animation function to be frame rate independent.
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09-23-02
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* added new enemy (the sword).
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* finished level 6.
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* added screen blinking and sound when collected the las object of the stage.
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* improved blinkscreen() to pass the RGB values to blink with.
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09-22-02
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* corrected a small but ugly bug that made the sound very choppy under some
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windows systems.
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* improved a bit the jump behavior (now it is less linear).
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09-21-02
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* drawed a new enemy (the goblin's head).
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* redrawed some tiles.
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* added new tiles.
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* edited some levels with the new tiles.
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* started level 6 (the caves).
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09-20-02
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* translated the ChangeLog to english (well at least my english...).
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09-19-02
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* improved CODE routine on the main menu.
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* changed some tiles to change the game aspect not to look too blocky.
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* changed the compile script to use GNU autotool (configure / make).
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thanks to Daniel T. Chen (crimsun@email.unc.edu).
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09-18-02
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* added a routine to enter a stage code on the main manu.
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* added sound to the enter CODE on the menu when the code is correct or incorrect.
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09-17-02
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* the page is submitted to Linuxgames, Happypenguin and Freshmeat.
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09-16-02
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* first release of the game demo.
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* remade the web page (dragontech.sourceforge.net).
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* the page is uploaded to sourceforge.
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09-15-02
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* decided use the GPL license for the game.
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* added to the main menu the option HELP and SCREEN (to change the display
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mode between full screen or windowed).
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* added a sound to the main menu when moving between options.
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09-14-02
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* changed main screen font and placed in a panel.
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* added cursor and keypad keys to the game.
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* started to make a web page.
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09-13-02
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* changed the SDL_LoadBMP for LoadT (.T files are now used).
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* added a menu to the main screen (just PLAY and EXIT work).
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* Nicolas (Graphic artist) gone hollyday.
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09-11-02 (code cleanup)
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* remade the loops of the game (intro, menu, etc.).
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09-09-02
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* convert of all the surfaces to DisplayFormat for faster blitting.
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* the main screen text side scroll is deleted.
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09-08-02
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* the main screen is started to be drawed, i think i will eliminate the text
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side scroll.
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09-07-02
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* added new graphics for the cemmentery background (evil trees)
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those were drawed some time ago.
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* added music in the main screen.
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* now the end credits dont exit when the credits finish, it loops.
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* added new (and last) level of cemmentery.
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* chaged the object counter variable.
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* added to the score panel a stage title.
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* changed font for the stage title (same but different color) in the score panel.
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* the monster-monster collision is corrected again.
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* added new object graphic (blue gem).
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09-05-02
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* added some new graphics for the second landscape (not level yet).
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09-03-02
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* at last i think the monster-monster collission detection is fine.
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09-02-02
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* corrected a bug that stopped the music twice causing a segfault when you
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complete the last level and returned to the main screen.
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* added a object counter on the score panel (thank Gabriel Radeff for the idea).
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* added a code that is used to select the music for each stage.
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09-01-02
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* improved (again) the print_text() routine, so the font can be selected
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when calling it.
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* added end credits screem with vertical text scroll over a graphic.
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* added music to the end credits.
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08-31-02
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* level 4 fixed.
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* fixed a problem when te character entered a room in duck state and
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loose a life, it reapears one tile below (cause of the heigh is the
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half when ducked).
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08-24-02
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* new level (4).
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* changed the acces mode for files to binary, before the levels
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were not correctly readed in windows.
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* new tiles.
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* added "set score to 0" when exiting game.
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08-23-02
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* added the jumping frame.
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* added a screen blink and sound when loose a life.
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08-21-02
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* improved the print_text() routine to print static text.
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* added score, lives and level indicator to the gamepanel.
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* changed font for the scores.
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* when the character jumps and touches the head with a tile,
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the jump ends and he starts falling.
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* added the falling frame for Pachi.
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* added some tiles.
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08-20-02
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* drawed Pachi falling.
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* drawed cementery poster (end-credits).
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08-19-02
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* completed the animation frames of Pachi walking.
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* change of the color of "The Death" monster (before brown, now some sort of cyan).
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08-02-02
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* now Pachi have 10 animation frames for each action.
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* completed the animation of Pachi ducked.
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* the monsters detect when collide with another monster and change the direction.
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* two more playable levels.
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* the gamepanel is changed.
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07-31-02 (code cleanup)
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* Begin of loging.
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* change some variable names:
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P_ afect player.
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M_ afect monsters.
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R_ afect rooms.
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* added more comments to the code.
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* deleted the delay routine an the timing.h file.
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* deleted tileheight and tilewidth variables, now just using tileside.
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* changed keyboard handling, now when you release the direction keys the
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character stops moving.
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* corrected an error that maked posible to duck in the air if falling down
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(not jumping).
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* now the character have more animation frames for each action it takes
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(walk, jump, fall, duck) for now only the walking frames are done.
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* started adding music.
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* added sounds for jumping and for picking objects.
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