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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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jewel26.zip
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HISTORY.TXT
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1996-11-29
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Jewel Thief History File:
11/29/96 - ver 2.6 - Added 3rd Roving Guard at higher level. Player
now gets 1 additional life for each 10 levels completed. Modified
levels that blocks decrease at... There is now more levels between
the levels that a block is taken away. Added another bonus jewel at
level 44. Made first 10 levels easier by adding more blocks.
05/05/96 - ver 2.5 - Added in viewing option for previous month scores.
Fewer blocks will be available as the players level increases. They
decrease by one until there is only 6 blocks left. See how long it
takes your players to catch on that they are getting fewer and fewer
blocks. <grin>
12/26/95 - ver 2.4 - Will ignore IBBS score files not of the current month.
Will rename the MASTER.JT file to MASTER.xx and the score file to *.xx
(where xx = month number).
Added in routine to check for date of scores in the JT-?.DAT file and
if not of current month to ignore.
08/12/95 - ver 2.3T - Test compile to see if this will fix a problem
when run under Windows For Work Groups.
08/05/95 - ver 2.3 - Fixed it so someone can be taken out of the
LEAGUE.JT file and the rest will stay the same JT-?.DAT file. Fixed
another potential problem that would cause a lock up when the monthly
maintenance is ran.
06/10/95 - ver 2.2 - Fixed bug where first time game of month would
not create the JT-*.DAT file.
05/30/95 - ver 2.1 - Fixed problem when no IBBS.CHP was present.
End of month maintenance now creates a IBBS Champ
file (IBBS.CHP) for last months IBBS Champion and the Last Month IBBS
Champ is shown on the IBBS Score Card. The Master.JT and Time Stamp
file are now deleted along with the other files reset at end of
month. A 0 byte JT-*.DAT file is no longer created when maintenance is
run and a JT-*.DAT does not exist. If the sysop does not want the
Sysop Feedback Option to be active, just create the file NOFEEDBK in
the Jewel Thief directory. If someone selects the [F] option, a message
will be displayed asking them to leave a message on the BBS.
05/10/95 - ver 2.0 - Released. I still have some work to do. I will be
adding in a InterBBS bulletin and a "High IBBS Score" for the month to the
IBBS Score screen. I'm still working on being able to send messages
between players, IBBS or local. There are some other areas I want to
expand on as well and I will be working on those for the next version.
04/07/95 - ver 1.94 - Fixed problem of beginning month maintenance trying
to delete files that didn't exist when not playing InterBBS. Fixed
problem of run past end of line error when a blank line was left at the
bottem of the LEAGUE.JT file. Added Time Stamp to show when last update
to MASTER.JT file.
03/25/95 - ver 1.93 - Fixed cosmetic display in IBBS Score card. If a BBS
name was over 25 characters it pushed up right next to the field to the
left.
03/20/95 - ver 1.92 - Fixed problem where the JT-#.DAT file would
not be created in non-registered mode.
03/18/95 - ver 1.91 - Added in the IBBSMAINT option. This feature
will take the InterBBS League *.DAT score files and combine them
to create the MASTER.JT score file.
03/12/95 - ver 1.9½ - Added in ability for the player to save the
current level and number of lives. This will help those that run
out of time before they run out of lives.
Added in InterBBS capability. The score menu now shows, Local Scores,
InterBBS scores and a list with the BBS and Sysop names and data phone
number. (Not all of the InterBBS functions work in this Pre-Beta Release.)
02/05/95 - ver 1.6 - Fixed a bug in the Feedback feature where only the
first line of feedback would be saved. Added in the ability for the
sysop to read and kill the Feedback log.
01/12/95 - ver 1.5 - Added in FeedBack feature. This allows the player
to leave a message to the Sysop. The message is stored in a plain text
file called JEWEL.FBK.
12/02/94 - ver 1.4 - Lives have now been added to the game. The player
will have 3 lives for each game that is played. I have also adjusted
the first special level from 30 to 40 and the third from 100 down to 80
to compensate for the lives making it easier to obtain. The second level
stays at 60.
Ver 1.3 Not released.
9/28/94 - ver 1.2 - Fixed problem with MakeUp and Play Ahead Days not
keeping track of how many days a player could play. This would allow
more games than allowed to be played at one time. Hopefully fixed the
bug that would allow the Static guards to stay awake at the higher
levels. This seemed to happen on makeup or play ahead days and when
there were 4 Static guards. I sure hope I have that one fixed.
Added a Special Level Message Screen that pops up at the 3 special
levels so that the player will know to notify the Sysop that they
hit one of the special levels.
9/07/94 - ver 1.1 - The levels with the roving guards will not start
until the Thief is moved. Also found and fixed where the Thief could
be placed on the same row as the 2nd roving guard.
8/27/94 - ver 1.0 - Problem with number of games allowed per day was
not working correctly. I think I have that fixed. Added in Escape
option when all the jewels are picked up for those times when the
Door is opened where the Thief can't get to it.
8/21/94 - ver .60 - Jewels increase in value every 10 levels.
Added 4th Static Guard and changed where 2nd Roving Guard shows
up. Arrow Keys work for local play. Game now displays special
message when level 30, 60 and 100 are reached that writes a
validation code to a file that is worth a free registration of
another one of my doors.
8/15/94 - ver .54 - It looks like I finally fixed it so that the
thief is not started on a row or col as a guard.
The game will not run out of levels now (preveous ver ran out at 25)
but will keep incrementing them as long as the thief is alive.
At level 25 there is now 2 (yes, TWO!) roving guards. Fixed the problem
of the static guards changing states faster when you do key presses.
8/12/94 - ver .52 - Still trying to fix it so the Thief does not
start on a row or column that a guard does. Fixed the Setup
program so that it includes the Action Index.
8/09/94 - ver .51 - Several people could not see the jewels so I
changed them to plain ascii characters. Everyone should be able to
see them now. I've had no complaints about the Guards or the Thief
so I am leaving them the way they are, unless I hear something from
someone.
8/07/94 - ver .50 - Changed colors around to try and improve visibility
during game. Did some work on movement and play routines. Corrected
documentation for Ansi and Ascii bulletins. Added in Color Toggeling
of the Guards, Jewels and Thief. Played with the look of the characters
again.
8/04/94 - ver .40 - Added in independent guard movement. Also added
sysop selectable Action Index to *.cfg file. Clean up some bugs in
the different levels.
7/19/94 - ver .38 - Just minor detail things. Jewel values increase
from 100 to 200 and bonus jewel from 300 to 500 above level 10.
7/17/94 - ver .37 - I found out why nobody was going beyond Level 10
in the game. On Level 10 there were the 3 static guards and the 1
roving guard...the problem was that somebody had slipped the static
guards NoDoze and they weren't sleeping, which meant you couldn't get
past them. <grin> That has been fixed
7/12/94 - ver .36 - Change the symbols used for the Jewel and Bonus Jewel
so that they would show up when the game is played in RIP mode with
Rip Term 1.54. This version of Rip Term has a bug that it will not see
several characters, of which my jewels were one.
7/10/94 - ver .35 - Fixed the problem of the level not reverting back
to level one after getting zapped.