bert:changelog
Changelog
2007-12-15 0.5.0
implemented locales. (almost) every text can be translated to other languages (game messages, error messages, dialogs, names of items and characters). this makes creating dialogs a little bit more complex, but I hope it's worth the effort
implemented toggle delay also for fullscreen toggling. otherwise faster computers would switch more than once on a single key press
quit dialog: any other key than ESC resumes game
2007-10-28 0.4.5
improved quest system. available player dialogs may depend on completed quests
quadratic font maps. this saves about 94% of texture memory for each font map, because we had to resize them to power of two dimensions
special objects can be marked as non passable with the solid keyword
event system to trigger special events like teleporting the player, changing the map through a dialog or changing the player image
theme support for maps. no more butterflies in the desert :/
switch to cmake for makefile generation
start coordinates for world and player editable through config file
several code improvements
2007-08-10 0.4.4
the „damn the machine“ release
implemented skill level. visibility of characters, items and objects depends now on player progress
characters may give items to player or take them away
improvements get randomly (horizontally) mirrored on level load
moved improvements code from world.cpp to own file world_improvments.cpp
more flexible parser of map items, characters and objects
fixed bug in font drawing where fontmaps with different character widths weren't drawn properly
added additional larger font used to inform player about special events
fonts use antialiasing
added delay between toggling of auto pickup / auto talk and graphical messages to show the current state of them
game no longer refuses to start if there is no audio device
sound can be disabled via config
added shadows to player, characters, items and improvements
several small code reworks
2007-07-30 0.4.3
the „no silly name this time“ release
disabled auto pickup of items and auto talks to characters by default, can be toggled ingame and through the config file
almost every key is now configurable through the config file
some minor tweaks
2007-03-30 0.4.2
the „all hail to Rock'n'Rolf“ release
more flexible dialog system implementation. you can declare multiple items required or forbidden for a specific dialog message to appear
implemented object system where you can put simple objects (just images) on the map
added some quests for testing purposes
thanks to Emat0r's magnificent ideas, we now have a quit dialog
2007-03-23 0.4.1
item dependend dialog system. dialogs appear whether you picked up a specified item or not (needs further improvements)
message system added. player is informed about picked up items, talks to characters and level changes
support for alpha channel images. now we can handle images with real transparency (e.g. with PNG)
some minor code enhancements
2007-03-11 0.4.0
the „with lots of cool bonus stuff for people who like cool bonus stuff“ release
implemented simple item system
fixed memory leaks (forgot to delete special character texture on level change and accidently loaded new texture every dialog call). now this program should finally be free of any memory leaks. wheee.
several code cleanups/reworks
icon for windows executable
2007-03-02 0.3.9.1
2007-03-01 0.3.9
2006-09-22 0.3.8
the „free as an eagle“ release
added random occurring events (at the moment flying butterflies/birds)
skipping to last dialog choice possible
changed key mapping for quitting dialog choice
reduced player speed
map file names now have „.txt“ ending
new forest texture
2006-09-08 0.3.7
switching between window and fullscreen now also under MS Windows possible
copy of
GPL gets shipped with source code tarball
added copyright notice to source files
each level has now it's own title
keypress during dialog skips to next message
dialogs can be left at any time
ship README
some changes to the code layout
additional font config options
2006-09-04 0.3.6
now all texture sizes get converted to power of two. strangely drawing nonpower of two textures didn't create any problems unter GNU/Linux, and MS Windows with very old detonator graphics drivers (= my test box)
clear screen and depth buffer on startup
some changes to the code layout
new character and new map
rescaled some textures to power of two size
2006-09-02 0.3.5
now we mostly use OpenGL for drawing, thus allowing real hardware acceleration
player now produces silly footprints
dialog system:
new character
2006-07-24 0.3.4
the „beware of the litchen“ release
forgot to use config values in World::improve_terrain()
improvements aren't drawn above each other any more
changed resolution from 800×600 to 1024×768
thus, increased texture size (tex_size) from 40 to 64 pixels
thus, decreased level width from 20 to 16 and level height from 15 to 12 tiles
thus, created new textures from scratch and reworked some old ones
minor code improvements
additional config options
2006-07-17 0.3.3
added config (config.cfg), most values are now editable through this file
added additional checks to prevent crashes
2006-07-13 0.3.2
2006-07-10 0.3.1
improved dialog system
some minor graphics improvements, new title logo and new gui panel
fixed bad memory leak (~+4MB per level change), existed probably since v0.2.6
2006-07-08 0.3
the „this project is not dead“ release
game now exitable inside intro screen
intro screen does not use full CPU anymore
(very) simple dialog system
fixed typo in collision detection, should now be accurate
special characters are not passable anymore (due to dialog system), unfortunately collision detection of these characters is really bad
2006-03-18 0.2.8
now we use SDL_image, thus we can also load other image formats than BMP
improvements are now drawn on 2×2 field with at least three same textures (not four, as in the past)
2006-03-17 0.2.7
2006-03-16 0.2.6
2006-02-19 0.2.5
now we use SDL_GetKeyState instead of SDL events, which are simpler and make the code easier redable
improvements and special characters are now drawn above player if player is behind (north of) these objects
terrain textures are now drawn randomly if there are more than one (see tex_grass.bmp and tex_forest.bmp for examples)
2006-02-10 0.2.4
fixed logical error (or maybe typo?) in calculation of framerate
special characters are now animated
improvements are now animated
increased number of animation frames from three to four
fixed memory leak in LoadBitmap() (exists since last version)
reduced texture loadings through storing surfaces of textures and improvements rather than source of the texture
changed FPS from 30 to 20 and APS from 5 to 3
2006-01-20 0.2.3
now LoadBitmap() converts surface to the pixel format and colors of the video framebuffer, thus enabling faster blitting, which results in a significantly reduced cpu usage
replaced SDL_UpdateRect() by SDL_Flip in Intro() (forgotten in 0.2.1)
added window title
pressing 'f' now toggles fullscreen ingame
2006-01-15 0.2.2
made source code doxygen friendly and include Doxyfile (configuration file for doxygen)
note: this release doesn't include any game play relevant changes, thus it is only attractive to developers
2006-01-13 0.2.1
srand was called several times (after Intro() and on each level load), removed the latter
implemented fixed number of frames per second (later, it may be possible to set FPS through config file), but i have doubts that this isn't really working as wanted
thus, we could also significantly reduce cpu usage
adjustable animations per second (maybe later also through config file), because this depends on the FPS-code, it may also be buggy
fixed logical error in Player::draw() whereby the wrong (opposite) level was loaded when moving to the north/south, therefore we ship also an additional map to have an example of vertical level changes
additional code comments
reworked movement system: now supports moving diagonal, additionally all hangs should be eliminated
now we use double buffering if the graphics card supports it
made code fit on terminals with 80 columns
print errors to stderr instead of stdout
commented out all debug messages since they aren't interesting for non-developers
included SDL/SDL.h instead of SDL.h for compatibility reasons
maybe i should have made this to 0.2, damn versioning system :)
2006-01-07 0.2.0
now you can place so called „special characters“ on each map (currently they have no role), see example in maps/world5050
World::draw() reworked, path now needs to be passed as first argument instead of the tile, allows more flexibility
minor code improvements
additional code comments
print more debug messages
2005-04-09 0.1.2
terrain will now be improved by searching for 2×2 fields with the same texture and placing an „improvement texture“ in the center of them
old textures replaced by more realistic textures (maybe you can choose between realistic and comic-style textures in the future)
every class has now it's own header- and implementation-file
2005-03-28 0.1.1
smoother movement, player now moves only 1 field instead of 40 if a cursor is pressed
easier movement, now you can leave the cursor pressed to move the player
collision detection, player can't move on fields which tileset identifier is uppercase (collision detection is a little bit buggy at the moment)
bitmap fonts
fixed very bad memory leak (level background wasn't freed when new background was loaded)
very simple gui-panel
bert/changelog.txt · Zuletzt geändert: 2014/03/01 17:13 (Externe Bearbeitung)