What's new in LGCK Builder 0.6.0.8
Aug 3, 2018
- EDITOR: added portable option to package bundle (windows)
- EDITOR: added export game UI dialog
- EDITOR; replaced setup from InnoSetup with AdvancedInstaller
- EDITOR: added manifests to satisfy windows app cert kit
- EDITOR: new warnings for no player and no goal
- EDITOR: lgck-builder and obl5edit can now be associated with files
- EDITOR: tigher integration between lgck builder and obl5edit
- ENGINE: SFML runtime completed
- TOOLS: migrated gui to qt 5.10.1
- BUG FIX: ScriptWiz displayed incorrectly in Windows
- BUG FIX: uninitialized font causing game to crash (critical) introduced in 0.6.0.6
- BUG FIX: export game wasn't including musics
- BUG FIX: testing empty level was causing a crash
New in LGCK Builder 0.6.0.7 (Jun 20, 2018)
- EDITOR: builder can export sprites (obl, png)
- EDITOR: runtime integration with the IDE
- EDITOR: improved LGCK builder performance on low-end hardware
- ENGINE: new level event: OnIntroDraw
- ENGINE: snapshot_clear()
- LUA: System Call - ss_notifyAll()
- TOOLS: Updated the gui to run on qt5.7 (replaced qglwidget w/ qopenglwidget)
- TOOLS: easydocs - introducted the concept of alias and improve the ui
- BUG FIX: lua script not always regenerated after an event was modified
- BUG FIX: when a snapshot is taken and restored the next level may be replaced by the snapsnot
- BUG FIX: LGCK builder would crash when no opengl2.0 driver were present
- BUG FIX: lgckdb would become corrupt when core libraries were compiled against GCC 4.x+
New in LGCK Builder 0.6.0.2 (May 7, 2012)
- ENGINE: antigravity flag extends to monsters
- ENGINE: added solidity concept (override)
- EDITOR: added `sound tab` to SpriteWizard
- ENGINE: added multiselection
- BIG FIX: Spelling error, "Brint to front" (reported by Tim)
- BUG FIX: Menu not updated when sprite dragged (reported by Tim)
- BUG FIX: WINXP crash when sprite was dropped on empty pane (reported by Tim)
- BUG FIX: next button greyed out in SpriteWiz
New in LGCK Builder 0.6.0.1a (Apr 19, 2012)
- BUG FIX: crash cause by bad sprite mapping
- BUG FIX: crash when no player object was present
New in LGCK Builder 0.6.0.1 (Apr 19, 2012)
- ENGINE: fixed CPath array so it can grow
- ENGINE: added seed uid for all sprites
- ENGINE: added Game:OnCompleteLevel
- EDITOR: implemented continuity (test game)
- BUG FIX: fixed a few mapping bugs introduced in 0.5.0.7
- BUG FIX: icon incorrect modified in SpriteList
- EDITOR: SpriteWizard updated with many new pages
- ENGINE: added antigravity flag for all fwClass objects
- ENGINE: added automatic goal flag
- BUG FIX: misaligned sprites on grid
- ENGINE: nosplat flag extended to objects
- ENGINE: implemented monster/object rebirth
- BUG FIX: deleting the last and only level resulted in a crash (fixed)
New in LGCK Builder 0.6.0.0 (Jan 5, 2012)
- LUA: MIN(), MAX(), testKey(), setKey()
- LUA: getLastKey(), clearKeys()
- ENGINE: new Event: level.onKeyPressed
- ENGINE: new Event: level.onKeyUp
- ENGINE: improved qt keyReflector
- EDITOR: source editor w/ word completion and colored syntax
- EDITOR: sprite event dialog replaced with inline editor
- BUG FIX: fixed an error in obl5t (frameSet.cpp)
New in LGCK Builder 0.5.0.9 (Oct 12, 2011)
- GUI: added a new toolbox to drag&drop sprites on the level
- GUI: added popup menu to spriteBox
- GUI: added popup menu to LevelView
- GUI: added checkmarks to sprite event combo
- BUG FIX: png transparency bug in obl5t
- BUG FIX: unMap bug w/ random attacker
- ENGINE: OBL5 format moved to version 0x501
- TOOLS: obl5t merged now uses the shared libraries
New in LGCK Builder 0.5.0.8 (Oct 12, 2011)
- ENGINE: added CMusic class to handle streaming music (ogg)
- ENGINE: more reorganization of the code
- ENGINE: added closureTime, closureEvent
- ENGINE: added Level property : music
- BUG FIX: windows-setup now uses static build (ati issue on win7)
New in LGCK Builder 0.5.0.7 (Oct 12, 2011)
- ENGINE: Created CActor which replaces CLevelEntry at runtime.
- ENGINE: reorganized the code to be more OO-like
- ENGINE: added NO_SPLAT flag to prevent player from crushing monsters
- ENGINE: added properties `max active bullets`, `fire rate`
- ENGINE: improved the collision detection code
- ENGINE: maxFall property now applies to monster
- ENGINE: bullet to monster attack now do damage
- LUA: added isHidden(), isDead(), land(), triggerHitState(
- LUA: added isMonster(), getPlayerC(), getPlayer()
- LUA: added tryPath(), stopAnimation(), callObjEvent(), killSprite(), spawn()
- EDITOR: added menu items: view source, edit object
- EDITOR: new shortcuts F9 and SHIFT-F9 (edit local, edit object)
New in LGCK Builder 0.5.0.6 (Oct 12, 2011)
- GUI: added status text to all implemented menu items
- LUA: added setImage(), getImage(), Sprite:SetImage()
- LUA: added setState(), findSprite(), alert()
- LUA: added getExtra(), getExtraC(), getExtraUID()
- LUA: added triggerPlayerHitState()
- LUA: added hitTest(), hitTestC()
- LUA: added Extra class to provide access to sprites runtime data (readonly)
- ENGINE: onZKEY event called for player object when Z-KEY is pressed
- ENGINE: ZKeyTrigger class no longer changes the image of the source object
- ENGINE: noChangeAtDeath flag to preserve sprite corpses
- ENGINE: three jump modes available (VLA3, GIANA and MIXED)
- BUG FIX: hitTest logic not working in some cases
- VLA3: is the engine default; you need to press JUMP + AIM
- GIANA: press UP to jump and move LEFT/RIGHT
- MIXED: press JUMP and move LEFT/RIGHT
New in LGCK Builder 0.5.0.5 (Oct 12, 2011)
- GUI: added pause/restart/debug menu items.
- GUI: added splash screen
- BUG FIX: exiting the game from the menu corrupts the imageSets
- BUG FIX: UI for animation (add, duplicate and deleteshowing wrong tooltips
- BUG FIX: a monster repeating animation prevents 'death sequence'
- BUG FIX: player sprite disapears from view when killed (animSeq bug)
- ENGINE: maxFall now an object property (player only atm)
- ENGINE: added game.prepareLevel(event
- ENGINE: added object.mouseClickLeft and object.mouseClickRight events
- DEMOS: updated the demos
New in LGCK Builder 0.5.0.4a (Oct 12, 2011)
- GUI: new icons curtosy of Ronnie Edwards
- BUG FIX: player hurt animation not running
- BUG FIX: animation doesn't switch to UP while default animation running (loop
- BUG FIX: skill level not initialized properly through gui (editor)
- BUG FIX: layer UI not updated correctly in editor
- BUG FIX: class_immediatly_deadly not working
- BUG FIX: player can be hurt after being killed
- BUG FIX: player leaves the viewport
- BUF FIX: mysterious crash condition reported by model76 (windows only)
- LUA: Inventory Class
- LUA: addToInventory(), removeFromInventory(), hasItem(and resetInventory()
- LUA: getSkill((alias for SKILL)
- ENGINE: fallSpeed now an object property
- CODE: reorganized some files to speed up compilation time
New in LGCK Builder 0.5.0.4 (Oct 12, 2011)
- ENGINE: added custom animation sequences for all objects
- ENGINE: per player object jump paths
- LUA: tryAnimation()
- LUA: setBkColor, setBkColorC
- LUA: getBkColor, getBkColorC
- LUA: setLookUp, getLookUp
- LUA: setLevelGoal, getLevelGoal
- LUA: getTicks(), ticks()
- LUA: getSpriteCount()
- LUA: newColor
- LUA: copySpriteC, copySprite
- etc.
- DEMOS: updated the demos to use the latest features
New in LGCK Builder 0.5.0.3 (Oct 12, 2011)
- FIXED: an application crash when an imageSet is added to a fresh database.
- this bus was introduced in 0.5.0.2
New in LGCK Builder 0.5.0.2a (Oct 12, 2011)
- ENGINE: LGCK now implements images caching and hardware acceleration
- BUG FIX: fixed a critical bug in vla3demo224.lgckdb
- TOOLS: added LGCK-TEST.EXE which lets you benchmark your machine
- TOOLS: added LGCK.EXE which is a stand alone runtime
- (drag and drop an lgckdb file on LGCK.EXE to open)
New in LGCK Builder 0.5.0.2 (Oct 12, 2011)
- ENGINE: implemented optional lookup/lookdn
- Players can look up and down to see what's ahead.
- ENGINE: added new scroll ratio 1/2 and 1/4
- Smaller scroll ration allows for faster background scroll
- ENGINE: per level game speed (1-200)
- You can set the game speed to optimize user experience
- ENGINE: systemClass demoted to ObjectInvisibleTag
- This new change allows all objects to be made system invisible
- ENGINE: added foreground layers and support scripting functions
- Foregroung layers make it possible to add weather system (snow, rain etc.
- at no extra cost. Scripting support allows you to manage the elements
- as you see fit.
- LUA: too many new functions to list
- LUA: new Layer and Element class
- TOOLS: include a copy obl5t
- This is a special command line utility to split strips into individual
- images.