Releases: LanceJZ/Asteroids-Reimagined
RC 4.53.223
RC 4.52.223
Fixed issue in controller firing main weapon not working when pointed at upper left. Issue was created when optimizing code.
Boss Ship has sound now.
RC 4.52.123
Player Flame is now an ever changing random color.
When Player gets shield Power Up ship turns blue.
Special Weapon Ammo display is easier to see. When more than ten ammo is scaled larger, and shows one per every ten. When larger than a hundred, scaled larger, and shows one per every hundred. Color also goes from light gray to gray to dark gray.
Experimental alternate mouse input, use I (Input) to switch modes.
RC 4.50.123
Player homing mines are now gray, so they are less distracting.
When player hit, game speeds up until it is clear to spawn.
Knightmare Engine Update, optimizations were made. Using raylib 5.5 release now.
Collisions are much more accurate now. Update is divided into half and run twice for each render. So that collisions are checked twice every frame, with half the movement.
Fixed Player Mine having sound after game is over.
RC4.38.118
Made another change on how player homing mines work on deciding what enemy to go after if there is more than one, goes after closest.
Boss on wave 10+ now has guided missiles, on 15+ drops mines.
Player homing mines no longer go after Death Star.
Fighter gets faster on each later wave.
Enemies now fire shots as well. If they hit a rock, it spawns more than usual, but not as many as the UFO.
Ammo bar for secondary weapon is now gray instead of white.
Boss chases player after all turrets are destroyed.
Only the UFO does not hit small rocks.
Player can no longer force spawn into something.
RC 4.37.107
Changes:
Player homing mines no longer go after Death Star.
Fighter gets faster on each later wave.
RC 4.37.97
Changes:
Made another change on how player homing mines work on deciding what enemy to go after if there is more than one, goes after closest.
Boss on wave 10+ now has guided missiles, on 15+ drops mines.
RC 4.27.97
Changes:
UFO no longer shoots if player hit, and game is not over. It wont shoot again after player spawns until shot timer expires.
Player Mines are much more effective now as they move faster than before. They can catch up to any enemy now.
Internal Changes:
Knightmare Engine Update to 2.0.0, Made every entity an Entity in Entity Manager.
RC 4.27.87
Bugs Fixed:
Fixed Double Shot and Plasma shot not hitting Boss after shield down.
Changes:
Total rework of Drop chance of Power Ups. Now way more drops on first wave. Fewer drops over all past that, and fewer Purple/Full Power Ups.
New life score amount now 4 * Wave * 10000 after the first at (10000) new life.
Beta 4.26.65
Bug Fix:
Fixed Enemy Two that drops mines, after wave ten would drop a mine every frame after the first time.