A veritable flood of changes!
Play HATPCR Alpha 0.5.0:
http://droidfreak36.com/HATPC/0_5_0/
Play newest HATPCR version:
http://droidfreak36.com/HATPC/reborn.php
View list of changelogs:
http://www.interguild.org/games/?game=70
Changelog:
* Added water taps ("t") water tap crates ("!") and water crates ("@")
* Water taps function by cascading waterfall and filler objects
* Waterfalls fall downwards and create a filler when they hit the ground
* Unlike HATPC waterfalls, left and right variants can exist in the same column
* They flow downwards at one tile per tick for each tap flowing into them
* Fillers fill in water at the top of the connected region of water and generate waterfalls when they flow off of edges
* They fill 1/16th of a tile per tick for each tap flowing into them
* Taps fill one unit every tick
* Water crates fill 300 units from each tap in the level over 60 ticks (1 second) when broken (this is roughly the same as the amount HATPC water crates generate because there are twice as many units per tile)
* Breaking multiple water crates at once extends duration of extra flow, still at 5 units/tick
* If a filler flows off of multiple edges at once, it divides its flow between the two (or more) waterfalls
* Waterfalls and fillers in the same tile (and the same side, for waterfalls) will automatically merge
* Water that flows out of the level on any side is drained (disabling the tap)
* Water taps will also stop flowing if the level is full
* Water tap crates disable taps by existing in a level, but taps are re-enabled when you break one of them, as in HATPC.
* Water taps' waterfall will automatically display on the side with a terrain on it if one is available.
* Water crates and water tap crates are destructible by arrows and dynamite but have collision type -1 like treasures, so they don't knockback Hannah
* Added a water() event parameter
* Usage: water(x, y, level)
* x, y - position in the cave to test
* level - the parameter is true if the water in that tile is greater than or equal to this level (water levels is 0-16 where 0 is no water and 16 is completely full
* If you wish to trigger an event when an area is not yet flooded, use $nop() and $id(not) to invert the parameter.
* Added levels: tutorial 6, 1, 3, 5, 6, 8, 13, 17, 18
* Flying dynamite now penetrates deeper into tiles it collides with before exploding. This makes Hannah survive triggering dynamite crates that would have killed her previously (like in level 8)
* Falling objects are now destroyed by explosions. A couple of levels have been edited to account for that
* Added a "Reborn" splash to the title screen
* Camera now syncs its framerate to the game when in slowmo, which should make the game look smoother
* Volume setting now defaults to 0.5 (50%) instead of 50 (5000%) for new cookies
* Fixed a bug that caused the id(exact) parameter (and probably some other id() types) to not be saved correctly by the checkpoint they trigger
* Fixed a bug that caused falling blocks to crush Hannah when she was next to them if she was floating in water
* Fixed some bugs with Hannah's interaction with level edges