home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Plus 2002 #11
/
Amiga Plus CD - 2002 - No. 11.iso
/
Games
/
dynamite
/
dynAMIte.readme
< prev
next >
Wrap
Text File
|
2002-10-28
|
5KB
|
127 lines
Short: Internet (only) Bomberman/Dynablaster-Clone
Author: Matthias Böcker (gelb@gmx.net)
Uploader: Matthias Böcker (gelb@gmx.net)
Version: V2.1a
Type: game/2play
Requires: Amiga with 68020 or better OS3.x, TCP/IP stack, CyberGraphx/P96
or AGA with BlazeWCP, MUI3.8, AHI, amarquee.library 53.0,
identify.library 13.x, NList.mcc, BetterBalance.mcc (optional),
XPK V4.0 (optional)
Website: http://amisource.de/dynamite/
Kurz: Multiplayer Bomberman/Dynablaster-Klon (nur) für's Internet
Replaces: dynAMIte.lha
dynAMIte is a bomberman/dynablaster-clone that can be played (only) over
the internet (TCP/IP) by up to 8 players!
This game runs on your WB and thus multitasks happily with all your other
programs, so just try it and become addicted! =)
03.09.2002 V2.1a
----------------
o Fixed Password bug in DServer.
o Removed GameMonitor from DServer, to reduce cpu usage of DServer.
01.09.2002 V2.1
---------------
o Included completely reworked and massively extended AmigaGuide
documentation done by David "Davar" Arbuthnot.
o Thanks to Ilkka "iti" Lehtoranta dynAMIteGFX.library and
dynAMIteAI.library are now also available as native PPC libraries for
MorphOS.
o Players can get resurrected only twice now. Taking a heart does not add
a life to your lifecount anylonger.
o Games with only one human player participating do not account for
highscore any longer.
o Changed back the way how TeleportAll works. If picked up, it will
teleport every player to a random place.
o Graphics routines have been optimized even further.
o Dead players are now able to drop exactly one heart while they are dead.
o Playerstats on top of playfield can now be switched to a more compact
form by using the new command /compact from within the chatwindow.
o Colours in bubbles can now be changed in an easier way. Use @t[1-8] to
change text colour and @b[1-8] to change background colour.
o Trace-task of DServer never closed bsdsocket.library. Fixed.
o Afterburner never ran out once picked up. Fixed.
o Added UPTIME Arexx command to DServer. Returns uptime, or seconds if
additional argument SECS is provided.
o It is now possible to add lasers to a map. 8 new blocktypes have been
added for this new feature. Four for normal lasers and 4 for lasers
hidden in destroyable blocks.
o Fuselength for players wasn't set in dynAMIteMapLab after loading a map.
Fixed.
o Afterburner powerup will now add to the afterburner time. This means,
the more you pick up, the longer the explosion will last.
o dynAMIte now uses XPK (Nuke) to compress custom player graphics.
dynAMIte will start without having XPK installed but loses the ability to
use custom player graphics then.
o It's now possible to have your own custom gfx for your player. To have
custom graphics, you have to create another set (.gfx/.msk/.otl) of
player graphics and place it into PROGDIR:styles/. By default, dynAMIte
checks for custompuppet.gfx. By using PUPPET=filename (without .gfx
suffix) as tooltype or shellargument, you are able to specify a custom
gfx set with a different name. Everything is done to keep bandwidth
requirements as low as possible. To achieve this, DServer and dynAMIte
are caching all custom gfx locally and only request graphics, when files
have been updated by the other side.
o Moved most of gfx and all soundcode to appropriate external libraries.
Put them into PROGDIR:. This way it's easier to replace timecritical
code by some interested programmers.
o It's now possible to simply hop to the next available slot, either to the
right or to the left, by pressing shift-cursor-left/right or using the
shoulder-buttons of the CD³² pad.
o CD32 Play/Pause button can now be used to switch between observer and
player.
o Abandoned old style format in favour of a more flexible style format. If
you are a stylecreator, please have a look at one of the provided styles,
preferably dynAMIte-style, because this style is complete. Styles don't
need to have all gfx present. If one or more gfx files are missing,
dynAMIte will fall back to dynAMIte-style for the missing file(s).
explosion.gfx / set pixel at x=0/y=135 to pen 0 to switch to extended
blockexplosion animation (8 frames)
bombs.gfx / set pixel at x=0/y=16 to pen 0 to switch to "bounce"-mode for
kickbombs
sprites.gfx / set pixel at x=0/y=24 to pen 0 to switch to extended angel
animation (5 frames)
o Wormholes never transported a player to the next WH. Fixed.
o The number that used to show the number of dropped bombs from the last
game in loginscreen now shows the rank of the player instead.
o Colours of sprites in darkness/nightvision were wrong. Fixed.
o Added experimental teammode. Use /team and /unteam. Powerups which do
not affect teammembers of the same team are: Slower, Longer Fuse,
Shorter Flame, Swap Controls, Fewer Bombs, No Drop, Stop, Darkness.
o DServer ARexx command 'MAPS' didn't work for the last few versions. Fixed.
o Hurryup didn't work as expected when only one player was present. Fixed.
o Compiled again with CreativE 2.12.3 by Tomasz Wiszkowski.