|Date Done||For||What to do...||Solved by|
|2014 - Archived onto 2nd sheet (select at bottom)|
|05.01.2015||Edgar||Get Bosses moving correctly. DONE: This was a bit hard to fix.. then discovered a bug in the movement data. :-)||Edgar|
|05.01.2015||Edgar||Fix flickering of small aliens at certain angles of rotation||Edgar|
|06.01.2015||Edgar||Add small alien firing bullets||Edgar|
|07.01.2015||Edgar||P for Pause ingame||Edgar|
Played with WinUAE and many output settings to figure out what the true Amiga output to screen would have been. Fixed game to
640x512 (double real Amiga res) and output in emulation is now pixel perfect at 2-1 ratio with no border padding round edges.
|07.01.2015||Simon||Created new screenshot from emulation with all elements added for import into new game for Edgar to re-align gfx.||Simon|
|08.01.2015||Edgar||Add 2nd camera for dev purposes||Edgar|
Moved all ingame gfx to match new emulation output screenshots. Now game is far more accurate and will allow much more
precise placement of aliens and path patterns. Edgar enjoyed moving everything again immensely...
|08.01.2015||Edgar||More alien types added, big bosses, mini bosses etc.||Edgar|
|09.01.2015||Edgar||Added Kevs graphics to game and set up a 2nd identical texture set for fast gfx switching (very tricky, but very nice)||Edgar|
|09.01.2015||Edgar||Started recreating all animations to reference new texture positions||Edgar|
|10.01.2015||Edgar||Finished recreating animations||Edgar|
|10.01.2015||Simon||Tweaked a few sprite frames to fix some very small animation or alignment errors||Simon|
|10.01.2015||Edgar||TAB key for enhanced gfx mode - to work anywhere in game using instant texture switching||Edgar|
|10.01.2015||Kevin||Updated almost all of the original pixelated graphics to smoother nicer versions for the enhanced mode.||Kevin|
|11.01.2015||Simon||Fixed more small alien sprites to make each set match each other and to stabilise animation "wobble" on some||Simon|
Add toggle key to 2nd camera for development purposes. To aid in placing path start points outside of play area and track paths
that leave the play area particularly ones that go below the screen - View to be switchable while in editor.
|12.01.2015||Simon||Fixed more sprite mismatches, both sets almost perfect with each other and much more complete now||Simon|
|12.01.2015||Kevin||All HUD icons and remaining "other stuff" updated along with some sprite position fixes and animation fixes||Kevin|
|18.01.2015||Edgar||Add collision polygons to aliens and other sprites that need that for close to pixel perfect collision detection (BIG JOB)||Edgar|
All player ships and complete meteorstorm folders are now updated. This makes the new set complete pending final tweaks...
Collision polygons cannot work with animated sprites and two different textures for the sprites when using the 2DToolkit so a self made
method must be coded.Started work on creating an in-engine sprite collision editor, possibly up to 12 areas per sprite with approx
500 sprites to do!!! Will aslo make use of other tricks from AMiga version to speed up the collision check. ALMOST FINISED NOW.
To build the polygons across all sprites that need to be hit or can hit something... This is every alien, every bullet, every rock etc.
|Edgar||Possibly add a path line between data points to see a visible path as paths are adjusted. Again, to aid development.|
|Edgar||Add big boss bullet firing patterns|
|Edgar||Start adding routines to make each bonus drop do its function (speedup, extra bullet etc)|
|Edgar||Compare and align level texts to match original placing|
|Edgar||Small delay between volume change on + - keys and Alt + - keys and fix + - on main keyboard for PC|
W key to cycle between Easy Normal and Hard scoreboards - pressing on options screen should jump to score screen and while
on score screen it cycles.
|Edgar||S key for scanline mode|
More text entry/exit patterns to add. All in from one side, each line from random side, all from bottom out at top or opposite etc.