Download jwlrush.zip version 0.0.4.0 (Beta), last updated 23/09/2012 (2.46 MB)Download
- md5: 25d53a527c95e270788ee7dfe6afb39a
Jewel Rush Change Log 2012-23-09 0.0.4.0 BETA * Fixes problems with textures on certain OpenGL implementations * Fixes various audio issues * Changed to use (mostly) Atari sounds provided by Piotr Garczyński * Internal engine changes 2012-12-08 0.0.3.0 BETA * Draft of smooth scrolling implemented. As it's a bit jerky at times, it is currently disabled by default. * Bonus life now awarded on reaching or passing threshold, instead of only on passing * Added support for mazes (see example levels in Engine Test caves) * Fixed an issue where the next explosion in a chain was incorrectly modifying the tile type of previous explosions * Explosions now use an animation sequence * Added support for STEELWALLDESTRUCTABLE/WALL2, DIAMONDf, BOULDERf * Unrecognized BDCFF tiles should now be properly reported into the log * Unrecognized BDCFF tiles are now replaced with DIRT rather than just crashing the game * Tile graphics replaced with the draft of a custom version * Fixes a bug where running up into a falling diamond didn't always kill the player * Textures, sounds and fonts are now configured from game.xml * Config file and logs are now written to / read from the Application Data directory if the write access to the game folder is not available * Fixes a problem where the master volume wasn't being set unless it was modified via the in-game menu * Fixes a problem were flags occasionally weren't cleared correctly, causing "death by invisible falling rocks" * Fixes a crash which could occur when transitioning between two different sizes levels and the /DEBUGMODE flag was enabled * Added /VOLUME command argument * When the /DEBUGMODE flag is set events of type Debug are now written to the log file * Internal engine changes 2012-05-06 0.0.2.0 BETA * Fixed black screen if /NOTITLE was specified but /AUTOPLAY was not * Fixes an issue with the cave generation which meant the predicive random seed was incorrect after a generating the cave layout * Fixes minor issues with border generation and now honours the InitialBorder type setting * Better timing support for BoulderDash1 and BoulderDash2 scheduling * /CAVE and /LEVEL can now be used independetly of /CAVESET * Holding down the fire button and a movement key now correctly animates the player * Boulders can now be pushed a single tile while the fire button is held down without moving the player * Added /DEBUGMODE switch. When enabled, an additional overlay is displayed for testing purposes. * Fixed issue where tile attributes sometimes weren't reset correctly * Added diamond birth animation sequence * The mouse can now be used with ingame menus and text screens * Fixed viewport issues that caused the covering/uncovering animation to be displayed in the wrong place on very small maps * Fixed a problem where menus could be controlled via the keyboard even when the game window didn't have focus * Demo's now restart if they run out of time * Now uses OGG for audio * Window size is no longer loaded from configuration files * Fixed default coordinate system leaving graphics distorted due to an unequal tile size * Internal engine changes 2012-04-26 0.0.1.0 BETA * Snapping is now supported by demo data * Added the ability to record level demonstrations * Added command line arguments for specifying the caveset to load, starting cave, starting level * Added command line arguments to automatically start playing a game, and to exit the game when the playthrough has ended * Added command line argument to disable sound independently of the game configuration * Tinkered demo playback a bit more, Boulder Dash 2 demo now plays successfully * Added support for joysticks and gamepads. [See readme.txt] * Added readme.txt 2012-04-08: 0.0.0.3 ALPHA * Fixed sounds not playing when a boulder/diamond first starts to fall, or when they roll of another object * Fixed sounds not playing when a boulder/diamond falls into a magic wall, but there is no space on the other side of the wall * Boulders and diamonds now continue to fall into expired magic walls * After a boulder or diamond has fallen through a magic wall, it is correctly flagged as falling * A sound is now played when walls expand * Internal engine changes 2012-04-07: 0.0.0.2 ALPHA * Fixed problem where player animations would be switched before the previous animation had completed * Left and right movement animations now play at the same speed * Fixed additional internationalization issues with decimal separators * Fixed an issue where sometimes you moved twice instead of once when single pressing movement keys * Internal engine changes 2012-04-07: 0.0.0.1 ALPHA * Fixed start up crash with locales that use comma's as the decimal separator 2012-04-06: 0.0.0.0 ALPHA * Initial Release
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