Started by TrekMD, November 14, 2015, 14:28:59 PM
QuoteHere are a list of the changes:- button/reset can be used to bypass AA splash screen to jump straight to the title screen- fixed a bug where a delay/debounce was not used when changing the starting level using the PAUSE/right difficulty 'cheat' (it worked when changing the stage)- changed skill level colors to green (novice) yellow (arcade) and red (expert).- score color is always white; changed the progress display border color to match the skill- implemented auto-fire (left difficulty = A). Hold down the button to auto-fire, press button for single shot.- score table display now shows one score at a time with a slight delay- implemented a one-second delay when starting a stage on a new game or when a life is lost, per the arcade (displays # of ships remaining during that second then decrements after 1 second).- fireballs are a little bit higher on NOVICE and ARCADE level (it was too close to the mountain before)- saucers are now synchronized instead of having a random startup height- rockets launch a bit earlier- fixed a bug where the reserve ship display was corrupted if the # of ships in reserve was >3. max reserve ships increased to 255 (was 7)- fixed a bug where launched missiles would still travel horizontally when your ship got hit (they should travel straight up when the terrain stops scrolling)- max ship X value is 2 pixels more to the right (per the arcade)- increased the maximum sprites from 12 to 14 as I noticed on the busy levels (tunnel, fireball) sometimes your explosion wouldn't be displayed. I hope this doesn't cause screen rolls!- implemented autofire for 2-button gamepads also (still use LEFT DIFF A to enable)- launch frequency for rockets is now greater for higher skill levels- on frames where the terrain/ground objects are scrolling (every 8th frame), I adjust the x value during collision detection for missiles/bombs. This *should* fix the issue where it appears that your bombs are missing a target.- fixed a bug where an extra ship wasn't being awarded for 100,000 (lol guess who finally broke 100K - tweaked the collision detection to make it more accurate.- tightened up two areas in the maze at the end to better match the arcade.- fixed a bug in the rocket vertical speed routine; they should move a bit faster on higher levels- fixed a bug where if you destroyed the base and then crashed, the next level would start and after a few seconds it would display the Congrats message and skip to the *next* level. In this case, it will now forces you to destroy the base *and* successfully escape before allowing you to go to the next level.
QuoteHere's the latest release for Scramble, approaching release candidate soon assuming no issues. Last chance to test and get in those suggestions!