2bam

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Sep 19th, 2014
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  1. 12:51 p.m. 19/09/2014
  2. HELI BRAWL A0.069 CHANGELOG
  3. + Massive performance upgrade after profiling code with advanced telemetry
  4. ~ Fixed bug in NativeJoystick code that was eating up the FPS
  5. ~ Fixed some of AS3-Box2D enormous amount of allocations
  6. ~ Fixed memory leaks in background rendering.
  7. + Match starts with an interactive "controller hint overlay" gfx to know who is who (useful for frequent rotation in parties)
  8. + Underwater wavy effect
  9. ~ Improved performance in collision contact handling code
  10. ~ Fixed blood sound panning
  11. ~ Increased tail strength (was too easily damaged)
  12. + Full rework of input code and binding UI (prepared for dummy controls for AI)
  13. + "Cant tie" mode: All underwater tied players get another round to resolve their score.
  14. ~ Fixed some colors (hud, end match face)
  15. + Impact sounds by material (glass, flesh, metal)
  16. + Show enter/hijack text when walter is near heli.
  17. + Improved hijacking (it was hard to keep in contact with heli and was a race condition)
  18. + Solved entities getting stuck when entering/repairing helis
  19. + Live grenades blinking
  20. ~ Fixed analog threshold issue
  21.  
  22.  
  23. 10:33 p.m. 27/08/2014
  24. HELI BRAWL A0.068 CHANGELOG
  25. + 2bam gameboy-like turn-on screen
  26. + Walters & weapons bigger for better readability (half-way upgrade: heads, arms and weapons)
  27. + Health bar overlay
  28. + Double analog control (RStick aims, LStick moves and aims if not using RStick, triggers enter/shoot)
  29. - Disabled voluntary throwing of weapon. Was confusing.
  30. Also xbox controller L/R triggers are a shared axis (can't be pressed at the same time).
  31. ~ Pistol now shoots on press, not release
  32. ~ As swords can't be thrown (was confusing) an has a single "bullet"
  33. ~ Reworked some colors of players
  34. ~ Fixed bullet feedback offset when inside heli
  35. - Now fist and sword don't show the aiming arrow
  36. ~ Now you can grab any powerup, even if not applied to you (e.g. wrench when not in heli)
  37. ~ Parachutes don't collide with weapons thrown (inc. grenades) and don't collide at all when disabled
  38. + Analog control for helicopter and walter movement
  39. ~ Bug fix: If a grenade exploded in your hand, next throw exploded instantly
  40. ~ Bug fix: H-flip of character made an annoying one frame aim glitch
  41. + Select state: Skip optional binds (e.g. aim) pressing ATTACK (for crappy controls)
  42. + Trapping of crashing errors (stack trace dumped to errors.txt) and reset state (for instalations/debugging weird errors)
  43. + Trace log
  44. + Underwater bubble particles
  45. + Start countdown (will be used to better identify which player is which)
  46. ~ Kills go to last damaging player, times out in 5 seconds.
  47. Was very chaotic ruling out kills as suicides. Exception: beheading.
  48. ~ When beheading bleeding out damage goes to the original instigator, but the kill can be stolen last second
  49. ~ Bug fix: Helis with out main rotor weren't falling
  50. ~ Bug fix: Resurfaced bug, When hit by rotor inside heli and with helmet, walter ejected in an incorrect place.
  51. ~ Same shooter bullets now don't collide with each other
  52.  
  53. 02:36 a.m. 10/07/2014
  54. HELI BRAWL A0.067 CHANGELOG
  55. + Analog angle aiming for gamepad sticks (customizable analog threshold to avoid jitter via tweak panel) [T]
  56. + Underwater audio filter
  57. + Players get an offscreen bubble if they're outside screen bottom (but still alive)
  58. + Bottom water gets some offscreen bubble as alert.
  59. * Heli out of control (spiraling) falls down
  60. * Fixed glitch when holding attack with sword or fist inside heli the character dissapeared
  61. * Fixed arm offset in left-facing heli
  62. + Helicopter explosions do some damage (but if a player survives, it has some mercy invulnerability)
  63. * Fixed things "flashing" for a frame at world origin when spawning
  64. * Better explosion handling (capped damage and more realistic angular impulse)
  65. * As a solution to "constant escaping", now the camera moves/zooms slowly making the screen bounds constraint the helis/walters
  66. * For now (until I can implement somthing better), when hijacking both players get spinned off
  67. + Deathmatch or Last man modes
  68. * DEATHMATCH - every kill gives a point and the deceased respawns instantly. Suicide loses a point.
  69. + LAST MAN (standing) - Waits until rest are dead to give +1 point (+0 if die before respawns).
  70. Everybody health is restored.
  71. + New KNIFE weapon (stab/throw).
  72. * FIX: Walter solid red when damaged instead of flickering
  73. * FIX: Bug that all bullets changed to the weapon when it was thrown
  74. * Walters move at same max-speed than helicopters now.
  75. + Rotors do damage to player body when touched
  76. + New colored UI for scores (always present) in each corner instead of all on top.
  77. * Less acceleration in helicopter when aiming [T]
  78. * Changed syringe to medkit to make it clearer and beefed up other power up gfx
  79. * Back to throwing the weapon on empty clip
  80. - Aim angle doesn't get locked while holding ATTACK. Was very inconvenient.
  81. + Weaponless bare hand punching deals same damage as bullet but doesn't behead (and it's harder to hit)
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