Releases: kyonides/hiddenchest_linux
1.1.81 Stable
- Quick Fix: Stop or Close Stream if it is Not Looped
- Removed Audio.default_bgm_loop & #default_bgs_loop
It was duplicating code for no good reason - Renamed Audio.bgm_loop? as #bgm_loop to make it compatible with the bitwise or assignment |= operator
1.1.80 Old Stable
- New Feature: Draggable Sprites!
New Methods:- mouse_target?
- drag_condition
- drag_condition=
- drag_always?
- drag_color?
- draggable?
- draggable=
- ClickableWIndowXP has now become ClickableWidgetXP
- Mouse Hover Implemented!
There are a couple of rules that you must follow to make this work natively: - @base_name should have been defined
- @hover_name should be defined
- @hover_filetype is also needed
- @hover_hue is 0 by default
- Mouse Hover Implemented!
1.1.79 Very Old Stable
- Created Mouse Module
Moved most of the mouse related methods and properties from the Input module except click-oriented methods - New Mouse Methods: no_target? & target?(object) & target=
- Added Input.press_left_click? & press_right_click? & Improved Input.press?(Input::MouseLeft) or MouseRight response
- Added Window#draggable? & draggable= & mouse_target? methods for all RGSS-based engines
- Updated ClickableWindowXP Ruby Script
- Removed Boost Program Options Library
1.1.78
- Added New Methods to Audio Module:
- default_bgm_loop & default_bgm_loop=
- default_bgs_loop & default_bgs_loop=
- bgs_playing? & bgs_stopped? & bgs_paused? & bgs_loop? & bgs_loop=
- bgm_paused? & bgm_loop? & bgm_loop=
- Splash Screen can now be as small as 320x240 or as big as your final game window!
- Removed Audio's bgm_loop & bgm_no_loop methods
- Removed Default Splash Screen, keeping the window invisible until it is time to display the title screen
This prevents the engine from displaying 2 splash screens in a row - Removed Terms module that nobody used
- Updated BGMNoLoopXP Ruby Script
- Updated README & LEEME Files
1.1.77
- Fixed Audio.bgm_loop & #bgm_no_loop for they were calling bgm_resume because I forgot to update that code.
- Fixed Audio.bgm_stopped?
- Added Audio.bgs_pause & #bgs_resume
- Graphics.resize_screen and its alias Graphics.resize now accept 2 or 3 parameters:
width, height & optionally center window (a boolean) - Fixed frozen string error that popped up on some Windows 10 boxes, making the game crash.
- Now the splash screen is a tiny & borderless window (480x320 px)
- Windows 10 Only: Fixed slight visual glitch that shifted the game contents a couple of pixels to the upper left corner.
- Crafted BGMNoLoopXP Ruby Script
1.1.76 HeadPhones
- Audio.bgm_loop & #bgm_no_loop
- Audio.bgm_playing? & #bgm_stopped?
- Removed code from Audio module that was no longer needed
- Fixed Font.default_shadow & #default_outline default values (RGSS Version Detection Issue)
- Fixed SoundFontWin & SoundFontPathWin Issues caused by backslashes
- Added SoundFonts Path to make sure PHYSFS would be able to find the files listed in Game.soundfonts
- Windows Only: Fixed weird visual glitch that displayed a thin skyblue border, a leftover of the splash screen
1.1.75
- Removed a Set of C++ Wrappers for SDL Functions Written in C
- Added Game.icon= & Game.title=
- Added Font.solid_fonts & #solid_fonts=
- Added SolidFonts & SubImageFix to Game.ini Parser
- Removed title & title= & their Aliases from Graphics
- Added Graphics.center_window
- Manually Set the Pause Animation's XY Coordinates
Window#pause_x= and #pause_y= and even #pause_xy(new_x, new_y) - Added Audio.bgm_pause & #bgm_resume
- Removed Audio.play_ok & Other Methods from RGSS1
Reason: Audio Module is Loaded Way Too Early for it to Know About Which RGSS Version is Running At That Point - Updated Custom Ruby Scripts, ClickableWindowVX Has Been Created
1.1.74
- Game.window_resizable? & #window_resizable=
Default Value: true - Game.window_show_borders? & #window_show_borders=
Default Value: true - Game.window_brightness & #window_brightness=
Default Value: OS Brightness (10 through 100) - Game.enable_screensaver? & #enable_screensaver=
Default Value: false - Input.mouse_set_xy(new_x, new_y)
1.1.73
Added Sprite#press_click_area?(index) #drag_margin_x & #drag_margin_y
Set the maximum values for TILE_WIDTH & TILE_HEIGHT to those corresponding to the maximum resolution allowed (Full HD)
Window#mouse_inside? or #mouse_above? now accept 0 or 1 arguments.
This allows the Gamer game developer to select the whole window minus the white borders or some specific area.
Basic Mouse Wheel Support + Input.scroll_factor & #scroll_factor=
Default Value: 2 but 1 also works fine.
Updated custom Ruby Scripts to demonstrate how all the related changes have impacted or even expanded the engine's capabilities.
1.1.72 SplashScreen
Added native Zlib compression, there is no need for an additional library or rubygem.
Renamed Game::Scene class as Game::SplashScene. It should be placed in the Data directory and saved as Splash.rb
If you create the optional Splash.rb file, the engine will read it and create an Splash.rhc file based on it, holding a deflated / compressed string. Later on, the engine will actually inflate / uncompress it and execute it on your behalf.
After just one test run, you can even move the RB file anywhere else until the day comes when you ever badly need to modify its code again.