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Releases: NirvaCx/RadIceCream

1.1.1

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@NirvaCx NirvaCx released this 20 Dec 02:56
83e88e8

1.1.1 - 19/12/2023

  • Added Level 3 music
  • Reorganized a few folders in the source code
  • Documented art and music creation process
  • Reintroduced batch executable

1.1.0

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@NirvaCx NirvaCx released this 19 Dec 22:02

1.1.0 - 19/12/2023

  • Fixed FPGRARS overflow crash by changing FPGRARS version
  • Added music to the levels
  • level 3's music is still a placeholder
  • tickrate rework, shouldn't be noticeable
  • slight changes to sound effects
  • bug fixes
  • made the code slightly more readable (it's still painful though)

1.0.0

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@NirvaCx NirvaCx released this 19 Dec 15:08

1.0.0 - 19/12/2023

  • Initial release
  • Added the story screens
  • Added an important readme for project judges
  • Inverted the changelog

0.5.1a

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@NirvaCx NirvaCx released this 18 Dec 15:25

0.5.1a - 18/12/2023

  • Added many, many sound effects.
  • Added instructions in game's directory

0.5.0a

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@NirvaCx NirvaCx released this 17 Dec 19:25

0.5.0a

  • Game now has an """executable"""
  • Added a placeholder testing sound effect
  • Enemy 2 "tonho" now explodes lines and columns. If caught in the explosion, the player dies.

0.4.1a

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@NirvaCx NirvaCx released this 06 Dec 14:44

0.4.1a - 06/12/2023

  • Small art changes;
  • Fully revamped level select and victory screens;
  • Made level 3's game design just a little less unbearable;
  • Just reminding you Lamar is there, frozen.
  • Changes to the tickrate to accomodate for code complexity
  • Level select now indicates which levels are locked with a padlock
  • Added new cheats:
    • Win (Press [0] in-game)
    • Lose (Press [-] in-game)
    • Lock levels (Press [-] in level select)
  • Added project archive to github readme

0.4.0a

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@NirvaCx NirvaCx released this 05 Dec 21:32

0.4.0a - 05/12/2023

  • Introduced enemy movement AI, decided it won't be deterministic
  • changes to level 1's layout
  • small fix to level 3's hitboxes
  • fixed background render not providing offset argument to displayPrint (makes sound effects possible)

0.3.2a

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@NirvaCx NirvaCx released this 04 Dec 15:25

0.3.2a - 04/12/2023

  • modularized the collectible value decrement, which is now level-dependent.
  • overhauled code comments and documentation (long overdue this one)
  • reorganized parts of the code
  • tick counter register is no longer capped at all (previously capped at 200)
  • added a placeholder level select menu to fix the painfully misleading main menu options
  • a BUNCH of small fixes

0.3.1a

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@NirvaCx NirvaCx released this 02 Dec 20:25

0.3.1a - 02/12/2023

  • introduced proper enemy rendering system (now renders according to type and state)
  • small fixes to level information files and level 3's hitboxes
  • the player must now face a direction before they may move in it. This significantly improves controlability

0.3.0a

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@NirvaCx NirvaCx released this 02 Dec 04:45

From changelog:

0.3.0a - 02/12/2023

  • completely reworked collectible system
  • introduced level 3
  • introduced collectible updates for all levels
  • slight recommenting
  • reworked victory system - now requires you to pass through all collectible types in that level
  • new level unlocking system; only level 1 starts unlocked (press 0 to unlock all levels)
  • levels now have their own timers (3 minutes for levels 1 and 2 and 5 minutes for level 3)
  • taking too long now reduces the amount of points you get (30 less points per collectible at 2 minutes remaining and another 30 point deduction at 1 minute remaining)
  • enormous changes to levelLoader
  • slight victory screen rework, still WIP (now doesn't affect side menu so one can see their score and time)
  • victory is now defined by a flag that gets checked at the end of every tick rather than a jump
  • many, many fixes.