1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450
|
03-29-04
* one more code cleanup.
* redrawed the "exit" tile.
* cleaned the Makefiles
03-28-04
* corrected the volumes.
* polished the menu background.
* polished the menu font.
* added the last comic sequence.
* corrected some bugs.
* writed the credits (thanks Paula Radeff).
* added --fullscreen or -f parameter to the command line options.
03-21-04
* finished all the drawings of the game.
03-14-04
* fixed a level-design map (thanks to Dimitry from Moscow).
03-07-04
* drawed some comics for the transition from castle to lab.
10-05-03
* finished the cave comic and the castle intro draiwings/paintings.
* the castle levelset is available (at least!).
06-18-03
* made objects sequence for levels of the castle.
05-27-03
* added an icon.
04-20-03
* fixed "pieces of objects left sometimes when grabbed" :-) .
* added a link to the Debian packages (Mantained by Martin Godisch).
04-19-03
* fixed object sequence errors (mainly in 5th stage). -Thanks to Ivonne Dekker for the report-
* fixed (i hope so) a monsters colission bug (in the 2nd stage). -thanks to Martin Godisch for the report-
02-24-03
* added the cave stage poster.
* added the second part of the comic.
02-23-03
* painted the second part of the comic.
* improved the intro-comic.
* done the cave stage poster.
* the hint-arrows are displayed 4 times instead of 2.
* changed the channel for playing the objseq sample (it caused a noise on my rh8).
02-09-03
* added hint arrows (in the first 3 stages).
* added first stage poster.
* added pause feature.
* bugfixes - code cleanup.
* started improve intro-comic.
* the game starts in fullscreen mode (again).
02-02-03
* added intro-comic to the intro
01-28-03
* improved titlescreen to be fri (framerate independent).
* improved object fading (to be fri and to not leave gamearea).
* added a monster (the blob).
01-27-03
* drawed a monster (the pipe).
* code cleanup.
* added intro (titlescreen).
* added roommap (to see wich rooms of the current stage are near).
* added fadeback() function.
* implemented fadeback() to return from game to menu.
* improved the menu background.
01-26-03
* code cleanup
* removed many global variables
* removed the powerups feature
01-06-03
* code changes
* some functions now are called with the x and y params.
* removed global variables x and y.
01-05-03
* the laboratory rooms are being made (very big!)
12-15-02
* Major code cleanup
made a struct for the player.
many more.
* removed fps counter (no need).
* added powerup counter (for future powerups feature).
* added a dificulty feature, in diferent dificulty levels there is a diferent
colission tolerance between monsters and player.
* added powerup feature!!!.
now every x special objects collected, the player can choose for
a powerup (like MSX classic "Nemesis").
The powerups are:
Slowmonsters -> the monsters move 30pix./sec. slower. (done)
Superspeed -> the player moves 50pix./sec. faster and the jump becomes longer. (done)
Superjump -> the player jumps 50% higher.(done)
Slowfall -> the player falls 50% slower.
Tiny -> the player is 50% it's size but have the same habilities as normal.
12-10-02
* game ported to BeOS (Thanks to Shard)
* added handling when click on "Close Window Button" (only works on menu).
* added exit game (from menu) pressing ESCAPE key.
12-07-02
* updated the data files objects.dat and rooms.dat
- now the game can have 50 stage (before 25).
- the objects now can have a sequence to be picked
* added FX (bright_obj). when an object is the next in the
sequence to be picked it shows a nice starry FX.
12-08-02
* added joystick support by Gorka Olaizola.
12-01-02
* major code cleanup.
* the game is installable!!! (Thanks (a lot)to Gorka Olaizola)
* now you can do:
./configure
make
make install (as root)
11-28-02
* the respawn fx is framerate independent.
11-17-02
* started making specialFX.
* done the respawn FX (with sound).
* done the pickobject FX.
* done the thunder FX.
11-10-02
* its been a long time without updating the changelog...
things that has been done:
* Redrawed the sword enemy.
* Drawed MANY castle backgrounds.
* Drawed MANY objects.
* Drawed a couple of tiles.
* Drawed the living-dead head and the spinning axe enemies.
* Changed the goblin for the bat (now the goblin is in the caves and the bat in the castle).
* Made MANY levels, today i think i will finish level 15!!!.
* Deleted the music ctgoblin.s3m (only one music for each landscape).
* Added castle music.
* Added an animation when Pachi is standing (not definitive).
and maybe more things... in don't remember
10-30-02
* Implemented .T8 file format for graphics.
* Reduced graphics size from 15Mb to 5Mb (uncompresed) without loosing visual quality.
10-28-02
* added framerate counter (pressing [F1]).
10-27-02
* drawed one more enemy for the caves (the looking eye).
* fixed (i hope) a bug that made Pachi falls in some circumstances (doing [alt]+[tab] in windows for example).
* thanks to that bugfix now is available (again) the windowed game mode.
10-20-02
* Fixed a visual bug (when Pachi stayed very near an enemy, the Pachi "sprite box" was displayed above the enemy).
* Drawed two more enemyes for the caves (the pike and the blinking eye).
* Changed the music for the caves.
10-16-02
* Now codes are available for every stage.
10-15-02
* Fixed a bug. (when the player falls one room down, it (sometimes) falls 2).
* some floor collision detection bugfixes.
10-10-02
* Eliminated windowed game mode (causes a lot of bugs... i'm working on that).
10-09-02
* Improved web graphics.
* Corrected (at last) the sound in windows (thanks to Sam Latinga for his hint).
10-07-02
* added the showcode(); routine to display the code to the next stage.
* When the game is won ask for the name to put it in the hall of fame.
10-04-02
* added a couple of backgrounds.
10-03-02
* a couple of new levels.
* added a "Please wait game data loading" when press start game in the main menu.
09-26-02
* added hall of fame.
* made hall of fame background from the "la calavera del jardinero" sketch.
* changed font in hall of fame.
09-25-02
* corrected jump control now the max height of the jump is in pixels instead of
loops.
* adjusted monsters speed in hard level.
* recentered the menu options in the main menu.
* added a timer and each dificulty level has different time to complete stages.
* in the easy dificulty level, the player jumps 10 pixels more high than the
other levels.
* added sound when the timer is <= 10.
* when a stage is completed the player earns 45*difficulty points for each second left.
09-24-02
* the game has now faster gameplay.
* implemented frame rate independent movement, now the game has the
same game speed in every computer.
* added 3 difficulty levels to the main menu.
* corrected collision detection, it may fail on VERY slow systems.
* corrected animation function to be frame rate independent.
09-23-02
* added new enemy (the sword).
* finished level 6.
* added screen blinking and sound when collected the las object of the stage.
* improved blinkscreen() to pass the RGB values to blink with.
09-22-02
* corrected a small but ugly bug that made the sound very choppy under some
windows systems.
* improved a bit the jump behavior (now it is less linear).
09-21-02
* drawed a new enemy (the goblin's head).
* redrawed some tiles.
* added new tiles.
* edited some levels with the new tiles.
* started level 6 (the caves).
09-20-02
* translated the ChangeLog to english (well at least my english...).
09-19-02
* improved CODE routine on the main menu.
* changed some tiles to change the game aspect not to look too blocky.
* changed the compile script to use GNU autotool (configure / make).
thanks to Daniel T. Chen (crimsun@email.unc.edu).
09-18-02
* added a routine to enter a stage code on the main manu.
* added sound to the enter CODE on the menu when the code is correct or incorrect.
09-17-02
* the page is submitted to Linuxgames, Happypenguin and Freshmeat.
09-16-02
* first release of the game demo.
* remade the web page (dragontech.sourceforge.net).
* the page is uploaded to sourceforge.
09-15-02
* decided use the GPL license for the game.
* added to the main menu the option HELP and SCREEN (to change the display
mode between full screen or windowed).
* added a sound to the main menu when moving between options.
09-14-02
* changed main screen font and placed in a panel.
* added cursor and keypad keys to the game.
* started to make a web page.
09-13-02
* changed the SDL_LoadBMP for LoadT (.T files are now used).
* added a menu to the main screen (just PLAY and EXIT work).
* Nicolas (Graphic artist) gone hollyday.
09-11-02 (code cleanup)
* remade the loops of the game (intro, menu, etc.).
09-09-02
* convert of all the surfaces to DisplayFormat for faster blitting.
* the main screen text side scroll is deleted.
09-08-02
* the main screen is started to be drawed, i think i will eliminate the text
side scroll.
09-07-02
* added new graphics for the cemmentery background (evil trees)
those were drawed some time ago.
* added music in the main screen.
* now the end credits dont exit when the credits finish, it loops.
* added new (and last) level of cemmentery.
* chaged the object counter variable.
* added to the score panel a stage title.
* changed font for the stage title (same but different color) in the score panel.
* the monster-monster collision is corrected again.
* added new object graphic (blue gem).
09-05-02
* added some new graphics for the second landscape (not level yet).
09-03-02
* at last i think the monster-monster collission detection is fine.
09-02-02
* corrected a bug that stopped the music twice causing a segfault when you
complete the last level and returned to the main screen.
* added a object counter on the score panel (thank Gabriel Radeff for the idea).
* added a code that is used to select the music for each stage.
09-01-02
* improved (again) the print_text() routine, so the font can be selected
when calling it.
* added end credits screem with vertical text scroll over a graphic.
* added music to the end credits.
08-31-02
* level 4 fixed.
* fixed a problem when te character entered a room in duck state and
loose a life, it reapears one tile below (cause of the heigh is the
half when ducked).
08-24-02
* new level (4).
* changed the acces mode for files to binary, before the levels
were not correctly readed in windows.
* new tiles.
* added "set score to 0" when exiting game.
08-23-02
* added the jumping frame.
* added a screen blink and sound when loose a life.
08-21-02
* improved the print_text() routine to print static text.
* added score, lives and level indicator to the gamepanel.
* changed font for the scores.
* when the character jumps and touches the head with a tile,
the jump ends and he starts falling.
* added the falling frame for Pachi.
* added some tiles.
08-20-02
* drawed Pachi falling.
* drawed cementery poster (end-credits).
08-19-02
* completed the animation frames of Pachi walking.
* change of the color of "The Death" monster (before brown, now some sort of cyan).
08-02-02
* now Pachi have 10 animation frames for each action.
* completed the animation of Pachi ducked.
* the monsters detect when collide with another monster and change the direction.
* two more playable levels.
* the gamepanel is changed.
07-31-02 (code cleanup)
* Begin of loging.
* change some variable names:
P_ afect player.
M_ afect monsters.
R_ afect rooms.
* added more comments to the code.
* deleted the delay routine an the timing.h file.
* deleted tileheight and tilewidth variables, now just using tileside.
* changed keyboard handling, now when you release the direction keys the
character stops moving.
* corrected an error that maked posible to duck in the air if falling down
(not jumping).
* now the character have more animation frames for each action it takes
(walk, jump, fall, duck) for now only the walking frames are done.
* started adding music.
* added sounds for jumping and for picking objects.
|