Word war vi 0.25 is out
Word War vi v. 0.25 is up on sourceforge now. Changes since v. 0.24:
* Make octopus tentacles move in a more organic looking way. * Make the cron job's beams brighter. * Add sound effects for radar state transitions. * Add radar_fail.ogg, radar_ready.ogg * Fixed a bug in the aiming of the gun turrets. The turrets were 20 units off in the y axis for their own position when calculating aiming. * Add a little note that gets put out when a screen saver is running and a joystick is detected, warning the user that the screen saver is apt to interrupt their game. * Reduce radar bootup time from 5 to 3 seconds. * Make the legs of the space octopus more uniform in length. * Leave the bottom of the octopus head open * Permit octopi to have different color schemes. * Totally pimped out the octopus. * make the tips of octopus tentacles move relatively more slowly than the part that attaches to the head. * Change prototype of get_coords_func function pointer type to permit attaching multiple laser guns to objects. * Added code for big gunwheels (didn't activate yet though.). * Activated gunwheels * generalize the shape of the trusses so they don't always have to be squares of a fixed size, but can be various sizes, and tapered. * Factored out the code for adding a stack of trusses into a separate function. * Allowed for such stacked towers to be tapered. * Made the truss tower tapering code actually work. * Activated the truss tower tapering code for the kernel guns. * Now the gunwheel tower is constructed from individual trusses instead of one single-object tower, and is destructible. * Make gunwheels fully destructible. * Fixed a bug that the central beam of the gunwheels always disappeared when the tower was destroyed, and the chans of trusses were getting screwed up because I forgot to disconnect the gunwheel from the truss it was attached to. * Added tesla towers. * Noticed at this point there is some nasty bug in the game. I think it was intrudoced when I made the gunwheels fully destructible, and I think it's in the area of truss_cut_loose_whats_below(). * Make the trusses which hold the kernel guns back to squares. * Fixed up some problems with how the tesla towers fired lightning * Fixed a very hard bug. There were some problems with shooting down the trusses such that the ->tsd.truss.above and ->tsd.truss.below pointers were not getting NULLed out in every case they needed to be. This meant that if you shot down a truss, then later came and shot it or bombed it again when it was on the ground, the truss_cut_loose_whats_below would go cycling through objects that it had no business cycling through, as what those pointers were previously pointing at had now likely been reused (often, as a spark). Possible that there are still issues with tesla towers and gun wheels, but I think the kernel guns are fixed. * Prevent more than two bomb impact sounds from being added to the audio queue in a single frame, as allowing that is too loud. * Revert accidentally committed "infinite" health. * Fixed bug that blown-apart gunwheels didn't initialize bank_shot_factor for released guns, beams, etc. and so prevent spurious "nice bank shot" sounds. * Added Tesla tower sound effect * Fixed bug that tesla towers would continue to discharge even while falling after they were shot down. * Updated help screen to contain a brief summary of the object of the game. Some people seem to react to the game in this way: "What am I supposed to do?" The help screen probably won't help such people, but, not sure what else to do. * Fixed bug that player_fire_laser wasn't checking result of find_free_obj to make sure it succeeded. The result of this was that game_state.humaniods -- the count of how many humans had been rescued so far -- got corrupted. This appears to be the only place in the program at this time which was not checking the return value of find_free_obj. This may indicate a need to have a "low_priority_find_free_obj" which will reserve some space. This low prioirty one would be used by sparks, say, to keep from exhausting the supply of objects. * Fixed bug with chaff that draw method wasn't initialized. One of these days I'm just going to remove chaff altogether. * Remove remnants of some old code that put "Credits:xxx Lives:xxx" up in the lop left portion of the screen for a single frame at the beginning of a new level. * Tweaked levels to try to make difficulty gradually increase. * Now levels are named, rather than just numbered. * Update to version 0.25 * Shorten duration of rumble effects to make them correspond more closely with the events which caused them.





Leave a Reply