Original Post
Well, unfortunately, due to a lot of changes in my recently life I haven't been able to complete Adagio as I had intended. I'm putting the finishing touches on version 2.00, and now I ready to release a new demo. I hadn't planned on releasing another demo, but there's been so many changes since version 1.00 (that I released on the website) that I just can't wait any longer. I want to share it! Adagio v2.00 Demo (~10 megs) The demo now includes not only level one, but level two. There's been a TON of changes to the game, like new music, new graphics, and a total revamp of the powerup system. The manual is included with the demo, but if you want to check it out first, I've placed it online. I'd like to hear what people think, especially if they are having problems. The website is located at right here, but be aware that I'm rebuilding it. So it looks a little funky right now... Note: There's a new system for recording level demos, so you will be able to share your crafty achievements with other players! Right now, however, it's not fully enabled as I am still working on it. You can play a demo for level one by pressing "P" at the level select screen on level one. It's me giving one a shot, on hard mode! Here's an (incomplete) list of changes: Version 2.00 ------------ * Laser firing sound not properly canceling on level 5 * Stutters on boss loading fixed * Redid end-of-level stats screen * Powerup system redid, now has overheat meter * New titlescreen, level select and gameover screens * Set powerup to return to defense mode after boss fight * Added red pulsating color to tilemap * Added powerup overheat sound * Added new status message board during gameplay * Added new experimental demo record/playback ability (still in progress) * Now saves highscore totals on a per-stage basis, including your last score * You now lose a powerup level of the currently selected weapon when you die * Clear ship banking state upon level init * converted sound/input/graphics system from sdl to allegro * Fixed several music crashes * Added three different powerup levels * Added new aggressive seek-enemy mode of powerup * Fixed broken boss outro animation * Fixed corrupt initial position on switch levels * Fixed rare random crash in scrollbitmap effect * Fixed highscore to use only 9 digits * Added individual weapon power level meters next to score * Added ship inertia * Added ability to re-attach powerup even from far away * Confirmed sound priorities to make sure important sounds are not cut out * Fixed slightly bug with lifeup sound * Redid powerup announcement voices to reflect powerup changes * Redid voiceovers during the level to make them more clear * Added new startup logo * Fixed a crash when moving to the end of a level in the editor * Modified enemy-seeker logic of powerup * Added cut-n-paste abilities to sprite and map editor for tiles * Fine tuned level 1; added more powerups and tweaked continue points * Toned down the difficulty of the level 1 boss * Changed screenshot format from bmp to png * Implemented new level flags system * Added new level flag: water, lets you cover a level in a wiggling water effect * Added transparency effect to sprites (for explosions and sparks) * Added new scaling sprite explosions * Added new highscore select screen (made it more like traditional shmup) * Redid "boss approaching" screen * Added theora video player code for animated cutscenes (not enabled in current build) * Added "disable" flag to flag system * Fixed inconsistancies with pausing the game