v0.9.1.6: ------------------ - added support for multiple level versions - added bossfight status to save system - movement targeting at player made universal, added x position check to ignore player after being behind - added support for semi-bosses - level 3 added and fully scripted (roughly) - disabled enemy collisions with every terrain type - terrain now has the correct vertical position upon continuing the game - fixed infinite terrain - fixed game over screen text colours - added standalone terrain objects ## alpha release v0.9.1.6a (2022-06-02) v0.9.1.5: ------------------ - adjusted some spawn timing in level 1 script - fixed a record animation bug (would cause the animation to not show properly) - adjusted out-of-lives screen behaviour to better mimic the original game (fixing colour scheme; exiting on this screen will bring it back when continuing the game later) - fixed potential double player spawn - scripting comfort enhancement: added support for up to 8 shoot points that are based on level step (time), rather than position (original position-based shoot point system remains unchanged) - one level 2 version fully scripted (not fine tuned) ## alpha release v0.9.1.5a (2021-12-12) v0.9.1.4: (2021-12-04) ------------------ - fixed: restarting the game after choosing to continue on out-of-lives screen - (code) savesystem is now selective (only saves selected parts, for example: scores, enemies, player, but not projectiles) #(2021-12-05) - switched to different save file format, random game mode now uses separate save file from the classic (standard) game - fixed key autorepeat in menu - terrain should repeat itself after it reaches it's end (this is very janky and it will stay like this until an actual endless game mode is created) #(2021-12-06) - (code) started using macros and enums - reimplemented topscore saving and loading, disabled main savesystem (temporary) - enemies that destroy themselves by a collisiion with terrain no longer add score ## alpha release v0.9.1.4a v0.9.1.3: (2021-11-30) ------------------ - added saving game status (score, level, enemies, bullets, positions etc.) upon leaving the room (fixed: triggers a random critical error and no one knows why ("noone" instead of -4)) - fixed an error on bonus spawn caused by obsolete movement speed variable - (fixed?) menu is broken for no reason at all (instructions are hard-cycling, when pressing a key stuck on autorepeat?, animations don't stop (both menu nad game)) (there's nothing in unconverted DnD events???? GM???) - recovered (from DnD version 0.9.0.6) the lost DnD code: instructions and score screen; crash, load (splash) animations; laser weapon; bonus amount display handler - fixed instruction screen text to the correct colour - added option to enable/disable dev scripting tools via F7, improved random game mode (added option to enable it, dark/light level now randomly chosen) - when defeating the boss while being at the top boundary, the movement gets locked up completely (fixed) #(2021-12-02) - added stuff to the "save list" - added savesystem testing level - no objects move nor time out (like a laser would for example) - activated by manualSpawning key in ini options - tweaked (fixed) top score animations - reworked menu code (it had serious issues, didn't work with 4 items) - menu handling split into three independent processes (function, item display and scrollbar/shortcut), now even fully handled by the menu controller - added continuous saving feature with adjustable period based on steps (setting in steps:save ratio via sipc_config.ini, 0 = off), each save indicated in top right corner when dev tools are enabled - enhanced dev (scripting) tools #(2021-12-03) - fixed shooting - fixed situation where player is above the escape flight level and thus locking up the transition to next level by trying to find it even higher - tweaked random spawner - added light map for backlight (mimics uneven display backlight; still not final version) ## alpha release v0.9.1.3a v0.9.1.2: ------------------ - fixed dev script position controls (F8 now back by 10 instead of 100 which was too fast) - adjusted score gain (+5 points for destroying an enemy (+15 for boss) besides just 5 per hit) - assigned correct (hopefully) health to all level 1 enemies v0.9.1.1: ------------------ - all elements are now following global colour values (only 3 colours should appear in the whole game, only two at once) - level 1 roughly scripted - added level 2 v0.9.1.0: ------------------ - tweaked backlight to mimic binary on/off setting in Nokia - added functions and objects for level scripting - added level 1 - raised in-game FPS to 60 - adjusted player's movement speed - added basic level script stepping manipulation tools - added option to toggle Nokia display resolution emulation into config file v0.9.0.9arc1: ------------------ - added support for dark levels (required recoloring the sprites), which took only like half an hour to implement, wow - added all available terrain (level sets) - added remaining bosses (except the big boss) - tweaked enemy spawner - set aspect ratio scaling to 1.4 (Nokia 3310 has not got square pixels) - fixed hitboxes of some enemies - added boss explosions - game window resizeable - tweaked backlight ## release to be v0.9.1 v0.9.0.9: ------------------ - added the rest of the normal enemies (basic level) - enhanced spawner (random enemies with a few random properties) - added basic enemy paths for the dev level - enemies can now shoot again (separated unified projectile objects into two (hostile, friendly) after encountering problems) - getting destroyed while using laser no longer crashes the game - laser has no movement delay anymore - missile now locks to the first nearest target found (if the target is lost, it finds a new one) - disabled saving and loading the game - top score is now saved into a separate file using the new savesystem method and doesn't clear anymore on game exit ##### revision 2 ##### - limited the amount of spawned enemies to 5 - enemy bullets don't skip over the Eraser anymore - charging bosses now charge - added the escape animation after defeating a boss (would transition into next level) - show message with PC instructions after leaving instructions screen - deactivated snapping to grid before I find a way for it to not stop completely due to low speed - tweaked spawner settings - escape animation now has acceleration - missiles now aim to hit the target in center - added basic configuration ini file ##### revision 3 ##### - see v0.9.0.9 alpha release candidate 1 (arc1) v0.9.0.8: ------------------ - missile now follows target over y axis - fixed out-of-lives and game over scenarios v0.9.0.7: ------------------ - converted the DnD code into GML - moved some code into functions (finally) - minor fixes (if any in reality) v0.9.0.6: ------------------ - reworked save system - added remaining bonus weapons - reworked menu internally which enabled for storing of it's state easily - fixed shooting right upon entering a game v0.9.0.5: ------------------ - fixed movement and boundaries - version information now showed only once after program start - fixed fire sound, lowered volume of all sounds - fixed burst fire and improved standard fire - disabled C key in game - added possibility to manually cancel shield - fixed random spawner in development level - fixed score issue - enhanced bonus weapons, added bonus GUI - added retry screen - added game over screen - lowered fps and speed of the game v0.9.0.4: ------------------ - enhanced, but completely broken development level - added player health (doesn't work), shield and respawning - added an enemy (used to spawn randomly before I broke it) - movement is now broken but funny enough - 84x48 (scaled 10x) resolution feels better now - version info shows periodically in main menu - exiting level using c crashes the game v0.9.0.3: ------------------ - old code thrown away - English only - new menu that looks and works the same as on Nokia 3310 (with sounds, top score, instructions, scroll bar etc.) - one development level to test the menu - basic save file