ch4rl1e97

Postie updates tracker

Feb 15th, 2016
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  1. #=#=#=##Postie##=#=#=#
  2.  
  3. #=#0.0.24#=#
  4. [Add]10th level
  5.  
  6. [Add]AutoTurret!
  7.  
  8. [Add]Cave Background
  9.  
  10. [Add]Player flash on taking damage
  11.  
  12. [Add] Total game time counter. couting in 0.1 second intervals. This will be developed later into a proper timer, perhaps linked with Scirra Arcade's leaderboard system.
  13.  
  14. [Tweak/Add]Included editional logic (randomising?) in, to fix the issue with multiple dogs where one dog's condition detection controlled the actions of all of the dogs in the layout. Each dog should now be independant (still needs testing)
  15.  
  16. [Fix]Put the rogue floating spike back in it's place on level 7.
  17.  
  18. [Tweat]Changed player's hitbox back to being square at the bottom so you can't do cheaty cheaty wall grabbing anymore (it was cool but glitchty, sorry)
  19.  
  20.  
  21. #=#0.0.13#=#
  22. -Additional Content:
  23. Dog object + simple AI
  24. The dog will chase you left and right ever so slighly slower than you move, cannot jump, and has a low deceleration so if it loses sight of you it'll keep wandering in the last direction it saw you move. And for every 0.15 seconds of contact time it subtracts 1 health from you (You start a level with 10 health points)
  25. temporary health indicator until I make a proper health bar.
  26. 8th level
  27. 9th level
  28. A new place holder layout so you know you've got to the end of the current levels. (discovered a bug with having multiple dogs thanks to this)
  29.  
  30. -Tweaks:
  31. Removed duplicated fade to black object, I randomly had been switching between using one and the other, somehow didn't notice there were 2 in the files. switched to using just the one.
  32.  
  33. -notes:
  34. Health has existed in game since the begining, just there was nothing that didn't immediately reduce it to zero before now, so prior, it was more like a "he not ded/he ded" switch
  35.  
  36. #=#0.0.9#=#
  37. Realised I don't really know what I'm doing with the version numbers, shh.
  38. -Additional content:
  39. Tiled floor spikes - better memory efficiency rather than having a bunch of copied and pasted single sprites
  40. Single spike
  41. Fade to black texture for pits
  42. Click sfx for buttons
  43. Dead player sprite
  44. 7th level
  45.  
  46. -Tweaks
  47. tweaked internally, less events used for the same gamey output. More efficient
  48.  
  49. -Notes:
  50. Still no ability to move crates left, not that you need to
  51. May choose to have seperate object for left movement later, just not needed and will break levels if I make current ones go both ways.
  52.  
  53.  
  54. #=#0.0.7#=#
  55. -Additional content:
  56. 6th level - probably the only level so far that'll take 2 goes to work out what you're doing (hurray, complexity +1)
  57. WoodPlatform sprite
  58. Totally hilarious death messages
  59. main menu has version number and a link to this update log page
  60.  
  61.  
  62. -Tweaks
  63. New method for spawning Wooden Crates from a 1x1 transparent sprite. This allows me multiple crates per level, without horrible buggyness.
  64.  
  65.  
  66. #=#0.0.3#=#
  67. -Additional content:
  68. 5th level
  69. ^Movable crate object
  70. Temporary background image
  71.  
  72. -Tweaks:
  73. Jump force changed and holding jump now gives tiny amount of extra air-time (level 3 is a b**** still)
  74.  
  75. #=#0.0.1#=#
  76. Initial alpha
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