Sophie

Sophie

distrib > Fedora > 15 > i386 > by-pkgid > 1ce5c8af7507b50f086c67b149153d15 > files > 133

ballbuster-1.0-12.fc15.i686.rpm

Fixes:
	Bug associated with removing balls and accessing their properties afterwards.
	Powerups are now freed from memory after they are obtained by the paddle.
	Return to level one after the game is over.
	Fixed some type conversion warnings when compiled.
	In fullscreen mode, Fixed bug where moving the mouse "too far" would cause the paddle to be not
		immediately responsive when moving back the other direction.  This problem still exists in
		windowed mode, because you can move the pointer outside the window.
	Fixed a bug where the player would be in the death animation, but if they had the blaster
		powerup, they could still create balls and continue to play without losing a life.
	Fixed a bug where the player could get powerups while dying.  
	Fixed graphical glich where if a ball was sticking, and the size of the paddle changed to a smaller
		size, the stuck ball could appear to be stuck to the space next to the paddle.
		
Added:
	Ability to choose starting level before starting the game.  Modify it by using the up and
		down keys.  This will start the level in attract mode so you can see the level.
	Realistic physics engine.  PGUP to turn on and PGDOWN to turn off.  A main disadvantage
		of a realistic physics on all the timeis the ball can get stuck, similar to a frisbee
		getting stuck in a tree.  (DISABLED)
	End key will exit the game and return to the main menu
	Attract mode.  The game plays itself whilst waiting for you to make a main menu choice.
		And it shows how much fun it is!  The computer is not perfect, which makes it a little
		more real.  The title screen will disappear after no mouse activity for 15 seconds or so,
		so that the computer playing can be seen better.
	End of level scoring:
		500 points for level completion
		500 points for not losing a single ball
		1500 points for not getting any powerups
		1 point for each second below five minutes that the level is finished in.
	Highscore system.  Keeps track of the top 10 scores and shows them on the main menu.
	Point bonus powerups:  100, 250, 500, and 1000 point bonuses.
	Icons along the right side of the screen let you know what powerups are in effect.
	Cracks on the blocks when they've been damaged.
	Point indicators float up whenever you gain points, letting you know exactly how many points
		whatever just happened was worth.
	Ball-to-Ball collisions, similar to how billiard balls collide.
	
	Additional Powerups:
	Random powerup.
	Two auto-catch powerups, one for blue and one for red powerups.  They last for 30 seconds, 
		and when in effect, any powerups of the appropriate color that dropped will automatically
		be obtained.  Neutral powerups, green powerups, and the toilet icon have are neither
		red nor blue, and the rest can be seen from the border.  Random powerups count as both.
	Super magnet.  You must have the regular magnet for this to drop.  When the super magnet is
		in effect, it will attract falling balls to the paddle, making them easier to catch.
		
Changed:
	The walls are closer in now, so that levels can be designed with tiles out to the wall.
	Steel tiles now take 50 hits to destroy them.
	Steel tiles do not have to be destroyed to advance in level.
	Scoring changed:
		Destroying a block: 10 points
			+2 if ball is moving fast
			+2 if paddle is small
			-2 if ball is moving slow
			-2 if paddle is large
			-1 for each additional ball on the screen, past the first.
			-5 if fireball powerup is in effect
			*Only 1 point if the blaster powerup (S icon) is in effect 
			*No points for steel blocks
			*Minimum of 1 point gained.
		Hitting a block but not destroying: 2 points
			+1 if ball is moving fast
			+1 if paddle is small
			-1 if ball is moving slow
			-1 if paddle is large
			No points if the blaster powerup is in effect
			*No points for steel blocks
		Powerups with a number are just worth as many points as is displayed.
		All other powerups are worth 50 points, with exceptions:
			Reset powerup (toilet icon) is worth 50 points, 
				plus 25 for each good powerup lost,
				minus 25 for each bad powerup lost, to a minimum of 0 points.
			Catch-red powerup is worth an extra 250 points if you keep it the whole 30 seconds.
	Powerups that won't do anything will no longer drop.
	
Known Bugs and Issues:
	Sometimes, when the ball is travelling very close to vertical, when it breaks a block, 
		the block parts do not appear.
	There is some strange hesitation occasionally.