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.