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defendguin-0.0.10-3mdk.i586.rpm

CHANGES.txt for Defendguin

by Bill Kendrick
bill@newbreedsoftware.com
http://www.newbreedsoftware.com/defendguin/

Version 0.0.10

July 27, 2002


CHANGES SINCE 0.0.9
-------------------
  Bugfixes:
    * Fixed bug where not all aliens would be killed by smartbomb
      when near the 'seam' of the scrolling map.
      Oohara Yuuma <oohara@libra.interq.or.jp>
    * Fixed non-transparent color in one of the ships-flame animation images.

  Interface:
    * Option screen allows adjusting volume for sound effects and music

  Internal:
    * Volume options now saved-to and loaded-from ~/.defendguinrc


CHANGES SINCE 0.0.8
-------------------
  Bugfixes:
    * Removed reference to "tetris.mid", which was removed in 0.0.8. (Sorry!)

  Installation:
    * Alter Makefile for install target
      Christian T. Steigies <christian@steigies.net>


CHANGES SINCE 0.0.7
-------------------
  Graphics:
    * Fixed bug with Evil Bill explosion.
    * Added radioactive symbol to smartbomb icon.
    * Changed main menu's arrow to a spinning Tux.
    * Made ship icon (lives display in HUD) nicer looking.
    * Made mountains look nicer.

  Documentation:
    * A few touch-ups in README.txt.
    * Added a man page!

  Interface:
    * More work on the options screen.
    * Level and score for each player from the last game are displayed
      on the title screen at the bottom left and right.


CHANGES SINCE 0.0.6
-------------------
  Graphics:
    * Spiffy 'one-up' effect added.


CHANGES SINCE 0.0.5
-------------------
  Internal:
    * Two player mode now supported!!!

    * Now calls "Mix_HaltChannel()" to stop all audio before quitting.
      (Not doing this could cause seg. faults)
      Andreas Umbach <marvin@tulpe.ards.dataway.ch>

    * rand() calls in SDL_MapRGB() call are now casted to Uint8.
      Andy Howe <Parasite@cooper-mtn.com>

    * M_PI defined at the top of defendguin.c in case math.h doesn't do it.
      Andy Howe <Parasite@cooper-mtn.com>

    * Six digit scores are justified correctly.

  Enemies:
    * Mutants are harder to kill (it was especially easy to kill many of
      them at once when the planet had been destroyed).

  Documentation:
    * INSTALL.txt cleaned up.


CHANGES SINCE 0.0.4
-------------------
  Installation:
    * "install" target added to "Makefile".

    * RPM ".spec" file created.

    * ".lsm" description created.

  Documentation:
    * Information on using "make install" and the new Makefile defaults added
      to INSTALL.txt.


CHANGES SINCE 0.0.3
-------------------
  Internal:
    * "random()" and "srandom()" calls changed to "rand()" and "srand()"
      Phoenix Kokido <kokido@postmark.net>

    * Game prefers 16-bit depth, but prefers native depth over emulated 16-bit!
      Mattias Engdegard <f91-men@nada.kth.se>

    * Enemies shoot more and more often as levels progress.

    * Penguinoids would remain un-abductable even if their abductor was
      destroyed.  This caused fewer and fewer penguinoids getting
      abducted.

    * Evil Bill would disappear and the game would never end if you
      destroyed all penguins on level 20.  Fixed!

  Enemies:
    * Boss character no longer easy to kill with an autofire joystick.

    * Mutants can no longer shoot while they're warping in.

    * Mutant and UFO shots come out of the right spot now.

  Sounds:
    * Alien bullets make noise.

    * Game success music continues to play on title screen after you beat
      the game (it's a nice song).

  Interface:
    * Pause feature added.  Press [TAB] or [P] to pause.  Enjoy the
      pretty effects.

    * Current level displayed above score.
 

CHANGES SINCE 0.0.2b
--------------------
  Internal:
    * Evil Bill's size is taken into account when shooting / colliding.

  Interface:
    * Command-line options now supported.

  Graphics:
    * Evil Bill graphics changed.

    * Evil Bill starts burning flames when he's really hurt.

  Controls:
    * Joystick support.
      Eric Lefevre <lefevre.tmp@wanadoo.fr>

    * Joystick fire button can be used to skip intro screen and to select
      the current option.


CHANCES SINCE 0.0.2
-------------------
  * Oops - 0.0.2 wasn't supposed to be released!
    FPS display turned off, and you start at level 1 (instead of 19!!!)


CHANGES SINCE 0.0.1
-------------------
  Internal:
    * Updated for SDL 1.0.0 and SDL mixer library 1.0.0.

    * Fixed bug in alien-creation function.

    * Made lasers go faster (it was too easy before).

    * Tweaked number of aliens to appear at beginning of a level.

    * Stars in background streak the right way all the time.

    * Tweaked how mutants fly around.

  Enemies:
    * Added boss character.

  Installation:
    * Makefile changed to use SDL's new "sdl-config" script.

  Documentation:
    * Files renamed to have ".txt" extensions.

  Graphics:
    * Ship graphics changed to look like the nice one from loader screen.


CHANGES SINCE 0.0.0
-------------------
  Display:
    * Title screen starfield speed tweaked.

    * Level bonus display added.

    * Game over display added.

  Controls:
    * Thrust key added ([1]).

    * Reverse key added ([2]).

  Documentation:
    * AUTHORS file updated.

    * README file updated.

  Sound:
    * Music doesn't stop during the "PRESS A KEY" screen.

    * Music is played during the game.

  Levels:
    * More aliens materialize if the first batch are killed or approx.
      30 seconds pass.

    * Baiters materialize if you take too long to complete a level.

    * One-up and extra smart bombs every 10,000 points.

  Internal:
    * The array of floating score images was never initialized.  Now it is.

    * UFO's will no longer go out of bounds if the planet's destroyed.

    * You can't catch a penguinoid if you just died.

    * UFO's can't shoot while they're beaming in.

    * You can't get hurt by aliens if you collide with them while they're
      beaming in.


INITIAL RELEASE 0.0.0 - November 26, 1999
---------------------
  * Initial alpha release.