{"id":515,"date":"2010-12-12T15:21:49","date_gmt":"2010-12-12T18:21:49","guid":{"rendered":"http:\/\/rockbot.upperland.net\/?p=515"},"modified":"2010-12-12T15:21:49","modified_gmt":"2010-12-12T18:21:49","slug":"0-1-release-candidate-1-released-rockroll","status":"publish","type":"post","link":"https:\/\/rockbot.upperland.net\/?p=515","title":{"rendered":"0.1 Release Candidate 1 Released (Rock&#038;Roll)"},"content":{"rendered":"<div>\n<p>[lang_pt-br]Depois de mais de dois meses, trazemos finalmente uma vers\u00e3o nova.<\/p>\n<p>Entre em nossa se\u00e7\u00e3o de\u00a0<a href=\"http:\/\/rockbot.upperland.net\/?page_id=301\">downloads<\/a> para pegar bin\u00e1rios para Linux, Ubuntu 10.04, Windows, Playstation 2 e Dingoo (Dingux).<\/p>\n<p>A lista de modifica\u00e7\u00f5es em rela\u00e7\u00e3o ao beta7 \u00e9:<\/p>\n<ul>\n<li>corrigir problema de bot\u00f5es no menu (corrigir esquema de read_input e game_mode)<\/li>\n<li>array de teclas deve ser INT e n\u00e3o CHAR<\/li>\n<li>estrelas maiores devem ser cinza<\/li>\n<li>melhorar &#8220;pisca&#8221; do player quando invulner\u00e1vel (est\u00e1 muito r\u00e1pido)<\/li>\n<li>inimigos tem que ter um hit-timer para ficarem invenc\u00edveis por um segundo, como os players<\/li>\n<li>direcionar debug para arquivo stdout.txt<\/li>\n<li>spiked chain n\u00e3o deve ser destru\u00edda no hit<\/li>\n<li>chefes tem que ter um hit-timer para ficarem invenc\u00edveis por um segundo, como os players<\/li>\n<li>EDITOR: implementar fator de zoom<\/li>\n<li>direcionar debug para arquivo stdout.txt<\/li>\n<li>ajustar sensibilidade do an\u00e1logo para PS2 e PC independentemente<\/li>\n<li>implementar direcional digital no PS2<\/li>\n<li>corrigir problema em que player muda tipo de anima\u00e7\u00e3o no meio do pulo<\/li>\n<li>refinar velocidade e gravidade do pulo<\/li>\n<li>corrigir problema em &#8220;got weapon&#8221; onde n\u00e3o anda para o meio se passou dele<\/li>\n<li>teleporte voltado para esquerda n\u00e3o est\u00e1 aparecendo<\/li>\n<li>corrigir problema de pulo+espinhos depois de barreira<\/li>\n<li>descobrir porque player fica invulner\u00e1vel ap\u00f3s morte (hit == 1?)<\/li>\n<li>melhorar dano de espinhos<\/li>\n<li>plataformas que se movimentam &#8220;derrubam&#8221; jogador para dentro das paredes<\/li>\n<li>itens colocados via editor n\u00e3o est\u00e3o funcionando corretamente<\/li>\n<li>p\u00edlula s\u00f3 deve ser barulho se HP OK &#8211; pular sobre escadas ainda est\u00e1 dando problema<\/li>\n<li>corrigir pequena discrep\u00e2ncia na posi\u00e7\u00e3o vertical da tela (\u00e1rea cinza)<\/li>\n<li>implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que est\u00e1 vivo &#8211; n\u00e3o pode ter 2 mortos simult\u00e2neos)<\/li>\n<li>(URGENT) corrigir scroll para 2 player mode<\/li>\n<li>(SERIOUS) em 2 player mode, ESC n\u00e3o sai do jogo (PC)<\/li>\n<li>criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto &#8211; ajuda com alguns ifdefs<\/li>\n<li>tecla de quit deve funcionar apenas em PC e Dingux<\/li>\n<li>(URGENT) objetos s\u00f3 testam player 1<\/li>\n<li>(SERIOUS) na \u00e1gua, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player\/terrain apenas)<\/li>\n<li>menu deve ser chamado indepententemente para betabot e rockbot<\/li>\n<li>(FEATURE) betabot must shot two projectiles at once<\/li>\n<li>colorcycle deve ser aplicado tamb\u00e9m sobre n\u00edvel 3 de tiles<\/li>\n<li>implementar sistema de checkpoints (no loadMap, se a posi\u00e7\u00e3o do mapa for &lt; RES_W, \u00e9 checkpoint) &#8211; na vers\u00e3o 0.2 isso ser\u00e1 uma lista em stage<\/li>\n<li>congelamento de tempo s\u00f3 pode parar um \u00fanico chefe (magebot)<\/li>\n<li>anima\u00e7\u00e3o de hit deve seguir o player\/npc<\/li>\n<li>anima\u00e7\u00f5es de hit devem sumir quando o player morrer ou trocar de tela OK &#8211; new gravity system more similar to megaman games<\/li>\n<li>(SERIOUS) quando atingido, se est\u00e1 segurando o bot\u00e3o de pulo, est\u00e1 pulando automaticamente<\/li>\n<li>add a animation state for transition between stand and moving called OK &#8211; add a &#8220;scroll lock&#8221; terrain type, similar to boss door, but without doors animation\/sound<\/li>\n<li>(URGENT) blocks are falling<\/li>\n<li>to not block top and botton in colision. if player leaves by bottom, dies (holes).<\/li>\n<li>fix door\/scroll-lock right to left (infinite loop) OK &#8211; show 3rd level on &#8220;ready&#8221;<\/li>\n<li>dying makes the music reset to apebot&#8217;s OK &#8211; (SERIOUS) stage intro dialog is showing again when player dies<\/li>\n<li>must show player and NPC on boss dialog OK &#8211; (SERIOUS) moving left\/right platform not working<\/li>\n<li>(URGENT) crashing when loading a stage after beating a boss OK &#8211; teleporter is returning to the first used one always<\/li>\n<li>implement teleporters return (for 8 bosses room in skull castle) OK &#8211; (URGENT) create a new type of terrain that is meant to be checkpoint<\/li>\n<li>(URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead.<\/li>\n<li>(URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage)<\/li>\n<li>(see checkpoint terrain) &#8211; boss door 1 must save checkpoint &#8211; novos npcs: c) DONE &#8211; morcegos d) DONE &#8211; shooters de teto (atira uma na diagonal, uma reto) e) shooters laterais<\/li>\n<li>allow user to define NPC direction in editor<\/li>\n<li>different damages according to weapon type for bosses OK &#8211; (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship<\/li>\n<li>(URGENT) fix jump on stairs<\/li>\n<li>(URGENT) items placed with editor are not being shown in game (do not allow dot in the name)<\/li>\n<li>(URGENT) player is heatting the head too soon<\/li>\n<li>colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer)<\/li>\n<li>user key reading in intro is too slow, so keypresses are being lost (had a bug with new\/load screen not showing)<\/li>\n<li>(SERIOUS) item colision check is bad (falling from jump item if a bit to the left) (removed reducer)<\/li>\n<li>(URGENT) intro and dialogs are out of place (showing dynamite in spike)<\/li>\n<li>only show weapons adquired<\/li>\n<li>jump should not pass the screen maximun (y + ph &gt; 4), but must keep the gravity calc<\/li>\n<li>add jet and coil &#8220;you got&#8221;<\/li>\n<li>TEST &#8211; jump is slow in Dingux: need to refactory in order to move the same amount (x axis), but faster (more yinc)<\/li>\n<li>(URGENT) with the new jump gravity system, player if &#8220;kicking&#8221; in the water<\/li>\n<li>fix star speed by using sdl_surfaces for stars\/bg instead of fill_rect<\/li>\n<li>(SERIOUS) check weapon damage in bosses, seems like it is not working<\/li>\n<li>moving cursor in weapons menu should move only to the first available weapon, not empty positions<\/li>\n<li>fix got weapon sound effect repeating<\/li>\n<li>need small music for castle intro<\/li>\n<li>check and improve color-cycling in the game intro (is failing in the dingux)<\/li>\n<li>adjust timings in intro<\/li>\n<li>IA para Apebot<\/li>\n<li>ending (rockbot or betabot over train)<\/li>\n<li>show boss energy<\/li>\n<li>player2 energy must be placed under p1<\/li>\n<li>thinner energy bars<\/li>\n<li>(URGENT) [PS2] intro feeezes (probally due to colorcycle)<\/li>\n<li>INITIAL_HP must be used in NPCs only for bosses<\/li>\n<li>[PS2] the &#8220;you got&#8221; second line is showing trash<\/li>\n<li>(URGENT) [PS2] teleporters are sending player to the wrong place<\/li>\n<li>[PS2] trash appearing in credits<\/li>\n<li>(URGENT\/RE-TEST) [PS2] corrigir problema de botoes do player2 no PS2<\/li>\n<\/ul>\n<p>A vers\u00e3o para Nintendo DS continua ausente, e deve ser o foco do RC2.<\/p>\n<p>Esperamos que voc\u00eas gostem, e se acharem algum problema, nos informem.<\/p>\n<p>[\/lang_pt-br]<\/p>\n<p>[lang_en]After more than two months, we finnaly bring to you a new version.<\/p>\n<p>Go to our\u00a0<a href=\"http:\/\/rockbot.upperland.net\/?page_id=301\">downloads<\/a> section to get binaries for Linux, Ubuntu 10.04, Windows, Playstation 2 and Dingoo (Dingux).<\/p>\n<p>The changelog from beta7 is:<\/p>\n<ul>\n<li>corrigir problema de bot\u00f5es no menu (corrigir esquema de read_input e game_mode)<\/li>\n<li>array de teclas deve ser INT e n\u00e3o CHAR<\/li>\n<li>estrelas maiores devem ser cinza<\/li>\n<li>melhorar &#8220;pisca&#8221; do player quando invulner\u00e1vel (est\u00e1 muito r\u00e1pido)<\/li>\n<li>inimigos tem que ter um hit-timer para ficarem invenc\u00edveis por um segundo, como os players<\/li>\n<li>direcionar debug para arquivo stdout.txt<\/li>\n<li>spiked chain n\u00e3o deve ser destru\u00edda no hit<\/li>\n<li>chefes tem que ter um hit-timer para ficarem invenc\u00edveis por um segundo, como os players<\/li>\n<li>EDITOR: implementar fator de zoom<\/li>\n<li>direcionar debug para arquivo stdout.txt<\/li>\n<li>ajustar sensibilidade do an\u00e1logo para PS2 e PC independentemente<\/li>\n<li>implementar direcional digital no PS2<\/li>\n<li>corrigir problema em que player muda tipo de anima\u00e7\u00e3o no meio do pulo<\/li>\n<li>refinar velocidade e gravidade do pulo<\/li>\n<li>corrigir problema em &#8220;got weapon&#8221; onde n\u00e3o anda para o meio se passou dele<\/li>\n<li>teleporte voltado para esquerda n\u00e3o est\u00e1 aparecendo<\/li>\n<li>corrigir problema de pulo+espinhos depois de barreira<\/li>\n<li>descobrir porque player fica invulner\u00e1vel ap\u00f3s morte (hit == 1?)<\/li>\n<li>melhorar dano de espinhos<\/li>\n<li>plataformas que se movimentam &#8220;derrubam&#8221; jogador para dentro das paredes<\/li>\n<li>itens colocados via editor n\u00e3o est\u00e3o funcionando corretamente<\/li>\n<li>p\u00edlula s\u00f3 deve ser barulho se HP OK &#8211; pular sobre escadas ainda est\u00e1 dando problema<\/li>\n<li>corrigir pequena discrep\u00e2ncia na posi\u00e7\u00e3o vertical da tela (\u00e1rea cinza)<\/li>\n<li>implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que est\u00e1 vivo &#8211; n\u00e3o pode ter 2 mortos simult\u00e2neos)<\/li>\n<li>(URGENT) corrigir scroll para 2 player mode<\/li>\n<li>(SERIOUS) em 2 player mode, ESC n\u00e3o sai do jogo (PC)<\/li>\n<li>criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto &#8211; ajuda com alguns ifdefs<\/li>\n<li>tecla de quit deve funcionar apenas em PC e Dingux<\/li>\n<li>(URGENT) objetos s\u00f3 testam player 1<\/li>\n<li>(SERIOUS) na \u00e1gua, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player\/terrain apenas)<\/li>\n<li>menu deve ser chamado indepententemente para betabot e rockbot<\/li>\n<li>(FEATURE) betabot must shot two projectiles at once<\/li>\n<li>colorcycle deve ser aplicado tamb\u00e9m sobre n\u00edvel 3 de tiles<\/li>\n<li>implementar sistema de checkpoints (no loadMap, se a posi\u00e7\u00e3o do mapa for &lt; RES_W, \u00e9 checkpoint) &#8211; na vers\u00e3o 0.2 isso ser\u00e1 uma lista em stage<\/li>\n<li>congelamento de tempo s\u00f3 pode parar um \u00fanico chefe (magebot)<\/li>\n<li>anima\u00e7\u00e3o de hit deve seguir o player\/npc<\/li>\n<li>anima\u00e7\u00f5es de hit devem sumir quando o player morrer ou trocar de tela OK &#8211; new gravity system more similar to megaman games<\/li>\n<li>(SERIOUS) quando atingido, se est\u00e1 segurando o bot\u00e3o de pulo, est\u00e1 pulando automaticamente<\/li>\n<li>add a animation state for transition between stand and moving called OK &#8211; add a &#8220;scroll lock&#8221; terrain type, similar to boss door, but without doors animation\/sound<\/li>\n<li>(URGENT) blocks are falling<\/li>\n<li>to not block top and botton in colision. if player leaves by bottom, dies (holes).<\/li>\n<li>fix door\/scroll-lock right to left (infinite loop) OK &#8211; show 3rd level on &#8220;ready&#8221;<\/li>\n<li>dying makes the music reset to apebot&#8217;s OK &#8211; (SERIOUS) stage intro dialog is showing again when player dies<\/li>\n<li>must show player and NPC on boss dialog OK &#8211; (SERIOUS) moving left\/right platform not working<\/li>\n<li>(URGENT) crashing when loading a stage after beating a boss OK &#8211; teleporter is returning to the first used one always<\/li>\n<li>implement teleporters return (for 8 bosses room in skull castle) OK &#8211; (URGENT) create a new type of terrain that is meant to be checkpoint<\/li>\n<li>(URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead.<\/li>\n<li>(URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage)<\/li>\n<li>(see checkpoint terrain) &#8211; boss door 1 must save checkpoint &#8211; novos npcs:   c) DONE &#8211; morcegos   d) DONE &#8211; shooters de teto (atira uma na diagonal, uma reto)   e) shooters laterais<\/li>\n<li>allow user to define NPC direction in editor<\/li>\n<li>different damages according to weapon type for bosses OK &#8211; (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship<\/li>\n<li>(URGENT) fix jump on stairs<\/li>\n<li>(URGENT) items placed with editor are not being shown in game (do not allow dot in the name)<\/li>\n<li>(URGENT) player is heatting the head too soon<\/li>\n<li>colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer)<\/li>\n<li>user key reading in intro is too slow, so keypresses are being lost (had a bug with new\/load screen not showing)<\/li>\n<li>(SERIOUS) item colision check is bad (falling from jump item if a bit to the left) (removed reducer)<\/li>\n<li>(URGENT) intro and dialogs are out of place (showing dynamite in spike)<\/li>\n<li>only show weapons adquired<\/li>\n<li>jump should not pass the screen maximun (y + ph &gt; 4), but must keep the gravity calc<\/li>\n<li>add jet and coil &#8220;you got&#8221;<\/li>\n<li>TEST &#8211; jump is slow in Dingux: need to refactory in order to move the same amount (x axis), but faster (more yinc)<\/li>\n<li>(URGENT) with the new jump gravity system, player if &#8220;kicking&#8221; in the water<\/li>\n<li>fix star speed by using sdl_surfaces for stars\/bg instead of fill_rect<\/li>\n<li>(SERIOUS) check weapon damage in bosses, seems like it is not working<\/li>\n<li>moving cursor in weapons menu should move only to the first available weapon, not empty positions<\/li>\n<li>fix got weapon sound effect repeating<\/li>\n<li>need small music for castle intro<\/li>\n<li>check and improve color-cycling in the game intro (is failing in the dingux)<\/li>\n<li>adjust timings in intro<\/li>\n<li>IA para Apebot<\/li>\n<li>ending (rockbot or betabot over train)<\/li>\n<li>show boss energy<\/li>\n<li>player2 energy must be placed under p1<\/li>\n<li>thinner energy bars<\/li>\n<li>(URGENT) [PS2] intro feeezes (probally due to colorcycle)<\/li>\n<li>INITIAL_HP must be used in NPCs only for bosses<\/li>\n<li>[PS2] the &#8220;you got&#8221; second line is showing trash<\/li>\n<li>(URGENT) [PS2] teleporters are sending player to the wrong place<\/li>\n<li>[PS2] trash appearing in credits<\/li>\n<li>(URGENT\/RE-TEST) [PS2] corrigir problema de botoes do player2 no PS2<\/li>\n<\/ul>\n<p>The Nintendo DS port is still absent, and should be our focus for RC2.<\/p>\n<p>We hope you enjoy and, if find any problem, tell us.<\/p>\n<p>[\/lang_en]<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>[lang_pt-br]Depois de mais de dois meses, trazemos finalmente uma vers\u00e3o nova. Entre em nossa se\u00e7\u00e3o de\u00a0downloads para pegar bin\u00e1rios para Linux, Ubuntu 10.04, Windows, Playstation 2 e Dingoo (Dingux). A lista de modifica\u00e7\u00f5es em rela\u00e7\u00e3o ao beta7 \u00e9: corrigir problema de bot\u00f5es no menu (corrigir esquema de read_input e game_mode) array de teclas deve ser INT e n\u00e3o CHAR estrelas maiores devem ser cinza melhorar &#8220;pisca&#8221; do player quando invulner\u00e1vel (est\u00e1 muito r\u00e1pido) inimigos tem que ter um hit-timer para ficarem invenc\u00edveis por um segundo, como os players direcionar debug para arquivo stdout.txt spiked chain n\u00e3o deve ser destru\u00edda no hit chefes tem que ter um hit-timer para ficarem invenc\u00edveis por um segundo, como os players EDITOR: implementar fator de zoom direcionar debug para arquivo stdout.txt ajustar sensibilidade do an\u00e1logo para PS2 e PC independentemente implementar direcional digital no PS2 corrigir problema em que player muda tipo de anima\u00e7\u00e3o no meio do pulo refinar velocidade e gravidade do pulo corrigir problema em &#8220;got weapon&#8221; onde n\u00e3o anda para o meio se passou dele teleporte voltado para esquerda n\u00e3o est\u00e1 aparecendo corrigir problema de pulo+espinhos depois de barreira descobrir porque player fica invulner\u00e1vel ap\u00f3s morte (hit == 1?) melhorar dano de espinhos plataformas que se movimentam &#8220;derrubam&#8221; jogador para dentro das paredes itens colocados via editor n\u00e3o est\u00e3o funcionando corretamente p\u00edlula s\u00f3 deve ser barulho se HP OK &#8211; pular sobre escadas ainda est\u00e1 dando problema corrigir pequena discrep\u00e2ncia na posi\u00e7\u00e3o vertical da tela (\u00e1rea cinza) implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que est\u00e1 vivo &#8211; n\u00e3o pode ter 2 mortos simult\u00e2neos) (URGENT) corrigir scroll para 2 player mode (SERIOUS) em 2 player mode, ESC n\u00e3o sai do jogo (PC) criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto &#8211; ajuda com alguns ifdefs tecla de quit deve funcionar apenas em PC e Dingux (URGENT) objetos s\u00f3 testam player 1 (SERIOUS) na \u00e1gua, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player\/terrain apenas) menu deve ser chamado indepententemente para betabot e rockbot (FEATURE) betabot must shot two projectiles at once colorcycle deve ser aplicado tamb\u00e9m sobre n\u00edvel 3 de tiles implementar sistema de checkpoints (no loadMap, se a posi\u00e7\u00e3o do mapa for &lt; RES_W, \u00e9 checkpoint) &#8211; na vers\u00e3o 0.2 isso ser\u00e1 uma lista em stage congelamento de tempo s\u00f3 pode parar um \u00fanico chefe (magebot) anima\u00e7\u00e3o de hit deve seguir o player\/npc anima\u00e7\u00f5es de hit devem sumir quando o player morrer ou trocar de tela OK &#8211; new gravity system more similar to megaman games (SERIOUS) quando atingido, se est\u00e1 segurando o bot\u00e3o de pulo, est\u00e1 pulando automaticamente add a animation state for transition between stand and moving called OK &#8211; add a &#8220;scroll lock&#8221; terrain type, similar to boss door, but without doors animation\/sound (URGENT) blocks are falling to not block top and botton in colision. if player leaves by bottom, dies (holes). fix door\/scroll-lock right to left (infinite loop) OK &#8211; show 3rd level on &#8220;ready&#8221; dying makes the music reset to apebot&#8217;s OK &#8211; (SERIOUS) stage intro dialog is showing again when player dies must show player and NPC on boss dialog OK &#8211; (SERIOUS) moving left\/right platform not working (URGENT) crashing when loading a stage after beating a boss OK &#8211; teleporter is returning to the first used one always implement teleporters return (for 8 bosses room in skull castle) OK &#8211; (URGENT) create a new type of terrain that is meant to be checkpoint (URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead. (URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage) (see checkpoint terrain) &#8211; boss door 1 must save checkpoint &#8211; novos npcs: c) DONE &#8211; morcegos d) DONE &#8211; shooters de teto (atira uma na diagonal, uma reto) e) shooters laterais allow user to define NPC direction in editor different damages according to weapon type for bosses OK &#8211; (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship (URGENT) fix jump on stairs (URGENT) items placed with editor are not being shown in game (do not allow dot in the name) (URGENT) player is heatting the head too soon colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer) user key reading in intro is too slow, so keypresses are being lost (had a bug with new\/load screen not showing) (SERIOUS) item colision check is bad (falling from jump item if a bit to the left) (removed reducer) (URGENT) intro and dialogs are out of place (showing dynamite in spike) only show weapons adquired jump should not pass the screen maximun (y + ph &gt; 4), but must keep the gravity calc add jet and coil &#8220;you got&#8221; TEST &#8211; jump is slow in Dingux: need to refactory in order to move the same amount (x axis), but faster (more yinc) (URGENT) with the new jump gravity system, player if &#8220;kicking&#8221; in the water fix star speed by using sdl_surfaces for stars\/bg instead of fill_rect (SERIOUS) check weapon damage in bosses, seems like it is not working moving cursor in weapons menu should move only to the first available weapon, not empty positions fix got weapon sound effect repeating need small music for castle intro check and improve color-cycling in the game intro (is failing in the dingux) adjust timings in intro IA para Apebot ending (rockbot or betabot over train) show boss energy player2 energy must be placed under p1 thinner energy bars (URGENT) [PS2] intro feeezes (probally due to colorcycle) INITIAL_HP must be used in NPCs only for bosses [PS2] the &#8220;you got&#8221; second line is showing trash (URGENT) [PS2] teleporters are sending player to the wrong place [PS2] trash appearing in credits (URGENT\/RE-TEST) [PS2] corrigir problema de botoes do player2 no PS2 A vers\u00e3o para Nintendo DS continua ausente, e deve ser o foco do RC2. Esperamos que voc\u00eas gostem, e se acharem algum&#46;&#46;&#46;<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8],"tags":[],"class_list":["post-515","post","type-post","status-publish","format-standard","hentry","category-rockbot"],"_links":{"self":[{"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=\/wp\/v2\/posts\/515","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=515"}],"version-history":[{"count":3,"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=\/wp\/v2\/posts\/515\/revisions"}],"predecessor-version":[{"id":518,"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=\/wp\/v2\/posts\/515\/revisions\/518"}],"wp:attachment":[{"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=515"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=515"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rockbot.upperland.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=515"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}