*** v 3.0 *** Changes - Tweaked art according to Grace's feedback. - Added Tiltfactor & RIT GDD logo splash screens to beginning of game. - Added another line space for lawyer text. - Lawyer text is now entered in initialdata.xml, in tiered tags. - The game will automatically split the levels into 3 tiers and a level will randomly pull from it's tier of lawyer comments. - Adjusted code to keep farm signs on screen. - Integrated new .xml files with new code build. - Music now continues playing when the lawyer "Game Over" screen appears. - Music now stops when returning back to the main menu screen. - Changed cloud graphic to Grace's transition cloud graphic. - Clouds now go offscreen before disappearing - Shovel button is now on top of the cloud layer. - Fixed bug where Monsanto was not showing up if the player skipped a level while Monsanto was active. *** v 2.7 *** Changes - If a seed is the last to fill a field, and is natural, it will grow instantly. - When digging, a sound effect will now play (using placeholder sound). - Challenges should no longer destroy fields while the truck is coming to collect the harvest. - Seeds will no longer plant in fields after the truck has taken the harvest. - Added EventData tag to XML, for special event scripts - Adding tag into EventData will cause the first farm of a level to automatically plant a GM seed on level generation - Inserted GMPlanted tag to Tutorial 3 shovel tutorial level - Added new text bubble art to credit screen; adjusted font colors. - Added new XML/Music to current build - Added new script for ScriptData tag called "ContinueMusic" - In XML, if is added inside a Level's XML in the ScriptData tag, the music will continue playing from the previous level. *Note: Using this, you do not need to (and should not) have duplicate songs in the playlist.xml file. - Adjusted transition screen positioning to prevent overlap of text. - Changed credits naming/typos - Changed resolution to 800 x 550; adjusted all art accordingly - Adjusted intro/transition/credit screens - Tweaked new level set - Transitional factoid font size and font color are now controlled by tags set in initialdata.xml instead of individually in each level file. - Fixed bug where music wasn't correctly restarting after visiting credits screen. - Added new ScriptData called 'EasyMode'. Add to a level, to make farms invulnerable from challenges after they have been filled and signposted. - Fixed a bug where the first song was not looping. - Merged new factoids with new levels. Known Bugs - None Upcoming Changes - Adding revised factoid text - Tweaking levels - Add RIT/VAP Logos *** v 2.6 *** Changes - While the shovel is selected, crops will now glow on mouse over. - Shovel button now glows when hovered over. - For each farm in a level, there will now be at least one natural seed of that type floating around. - All levels should be beatable in all circumstances, even with 100% Monsanto seed weighting. - Added slight glow to seeds displaying on farms to distinguish them from floating seeds - Added animation that triggers when GM seed is planted in a farm - Added animation that triggers when natural seed is planted in a farm - Fixed a bug where game was rarely erroring after skipping a level - Changed 'Next Level' and music button to activate on mouse down instead of up, to prevent accidental clicking when releasing wind - Changed Monsanto popup chat bubble graphic to match start level info popup. - Added in level information UI element, which displays the level's order number and filename. - Added LevelData tag in XML files which has a title attribute; if set, the title will be displayed instead of the filename. - Transition factoid data now displays in the Grace's transition chat bubble. - Transition factoid text window has been increased to 9 lines; able to fill the entire bubble. - Start level factoids should now properly reset during level transitions. - Shovel button should now properly reset during level transitions. - Red arrow should now properly reset during level transitions. - After playing game and going back to game menu, previous music should now properly stop when playing again. Known Bugs - None Upcoming Changes - Review levels - Glowing shovel when fields are full - Add logos - Add blue credit bubble - Instant field completion on last seed in - Removed seeds/crops shrinking - Shovel 'dig' sound - Clean up code, optimizations *** v 2.5 *** Changes - Fixed crows flying backwards - Fixed issue with Monsanto not appearing - Fixed tornado disappearing onscreen and leaving behind whirling seeds - Added dynamically sized fences to farms (only 100 lines of code!) - Added blue 'available' coloring to shovel button - Added new top-down tornado art taken from Grace's existing tornado art. - Wind cursor can now use a movie clip as its visual - Created/added new wind cursor art - Wind power is now calculated on a timer, instead of frames (lag will not effect powerup timing) - Wind powerup now begins the moment the wind cursor appears; previous powerup time was so long it seemed useless to even use - Wind powerup is now a gradual increase (for 1.5s), instead of 3 set intervals - Added new visual to indicate wind powerup on the wind cursor. - Optimized code (removed an unneeded ENTER_FRAME eventListener that was constantly running) - Fixed a bug where using the shovel caused a gust of wind - Tweaked new wind cursor size/powerup effect. - Added music credits. - Modified credits screen. - Added UI element for toggling music on/off. - Fixed tutorial level positions and added them back into level list. - Organized/cleaned up .fla file. - Changed visuals/animation of start-level factoid popups to be less laggy. - Tweaked the flood challenge to be less catastrophic. - Floods target one field and destroy all of its unmatured seeds, and has a 20% chance of killing each grown crop in that field. - Moved music and next level button to top right corner, to avoid overlap with start-level factoids and vehicles. - StartLevel popups now have a displayTime attribute in XML, to specify how long the popup stays on the screen; the default is 10 seconds. - Reworked tutorial levels to be more informative. - Tweaked new levels. Known Bugs - None Upcoming Changes - Balance/review levels - Glowing shovel when fields are full - Glowy/Ping Effect - Clean up code - Optimizations *** v 2.4 *** Summary - New art (all except field posts and tornado) - New resolution - Monsanto 'redemption time' working - Changes/tweaked challenge functionality - Created all new levels Changes - Changed title to 'Profit Seed' - Added new crow art - Added new shovel art - Added checkered fill to fields - Changed game resolution to 800 x 700 to fit 1024 x 786 resolutions. - Altered code so that future dimension changes will automatically adjust game elements relative to stage size (except BG and transition screen) - Farm 'pickup harvest' signs now correctly display the field type they are posted in front of. - Added padding to the stage prevent the farms from overlapping the tree/brush art border. - Fixed random farm placement code; farms should now appear more randomly across the board. - Crows now scale with the level size - Crows now show a seed in their mouth after passing over a farm, to indicate that they've taken a seed. - Increased wind speed cap to allow a greater range - Added credit button to game menu screen. - Added game menu button to credit screen. - Fixed critical error where skipping to the 'Next Level' during a Monsanto or Farm event caused major issues. - Monsanto now correctly drives by if the player digs up enough Monsanto seeds to be under 50% genetically modified. - Player now has 10 seconds to dig up Monsanto seeds while the lawyer is present; if enough seeds are cleared the lawyer will leave without clearing fields. - Tornados now scale with the level scale. - Fixed an issue with tornados where they were not picking up seeds in many circumstances - Tornados can now move diagonally - Added new Locust functionality. - Locusts now eat ONLY grown fields (to differentiate them from floods, which destroyed everything as well). - Locusts have a 40% chance of eating any grown crop of its targeted farm; they eat both Natural and Monsanto fields. - Fixed issue with crows entering onstage from the right side not flipping correctly. - Fixed issue with Monsanto showing up in transition screen. * Created/playtested 14 new levels, incorporating all new elements of challenges and variables available. Known Bugs - Crows are still rarely appearing backwards when entering onstage from the right side of the screen. - Tornados sometimes disappear and leave a whirl of seeds at the end of its challenge cycle. Working On - Glowing shovel when all fields are full and stage isn't complete - Tweaking challenge functionality - Tweaking levels - Optimizing code; speeding up game NOTE: Windmills were causing significant graphical lag, and are currently not spinning. *** v 2.2*** Changes - Fixed issues with new background art displaying on incorrect layers - Fixed issue with farm names not displaying past level 1 - Added in a check to prevent truck drivebys in the transition screen - Added in new flood art - Changed flood timing from frame-based to time-based - Changed truck timing from frame-based to percent/time-based; truck should always make it across the screen - Fixed truck's "harvest" time to always happen when the truck reaches the center of the screen - Added in placeholder 'harvested' art for new truck. - Added in new transition screen art. - Added in new arrow art. - Added in new locust art; locusts can now only enter stage from left or right, and are flipped correctly depending on the direction they are flying. - Modified introduction screen. - Modified credits screen. - Fixed critical bug that was causing the game to appear to randomly stop loading new levels. * Reverted to old tornado art until code for new one is resolved. Known Bugs - None Upcoming Changes - New crow, shovel, dirt, fencepost, tornado art (require coding). - Adjust random farm ranges to keep farms onscreen. - Harvest sign to display seed type of the field it's in front of. ***v 2.1a*** Changes - Random end level factoids are implemented with the "" tag in XML. - Percentage of GM seeds per level has been tweaked to increase steadily each level. - Purple "unknown" seeds removed. Known Bugs - Farm names do not appear correctly due to new art background. - Random farm ranges need to be readjusted to new art, to avoid overlapping and appearing off-screen. ***v 2.1*** Majority of fixes and changes are in place; I just need to fix a few of the display issues with the new art, which I can do around Sunday afternoon if no one else can get to it by then. Would ask that you try and break anything you can in this build and see if there are any bugs that aren't already listed below Changes - Removed 'harvest bag' UI element that was indicating the amount of filled farms. - Removed the need to manually set the WinData in the XML; the game now uses the amount of farms to determine this. - The end level transition screen is now correctly displaying a random factoid from the InLevelFactoids in the level's XML. - StartLevelFactoid is now displaying again, at the beginning of a level. - Fixed a bug where sign posts were not going away if crows took a crop from a completed field. - Fixed shovel bug where you could complete the level with shovel in cursor and it would remain there. - Fixed issue with wind vector still displaying through level transition if you beat the level while wind was held down. - The tutorial arrows now fades away after 6 seconds. - Fixed a bug where locusts weren't properly setting internal values after clearing a field. - The shovel cooldown timer is now using time instead of frames to update, so lag won't cause the cooldown position to be wrong. Known Bugs - New art background is causing farm names to not display after the first level. - Issues with new art background not displaying on the correct layer. - New art is going off-screen or overlapping; need to adjust random farm ranges and shovel button position. - Flood graphics isn't scaling correctly to the field it's flooding. Upcoming Additions - Flashing shovel when all farms are filled and the player needs to dig up a red seed to progress. - Code/Library cleanup, optimizations