{"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 [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_crdt_document":"","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}]}}