-=Evolight1=- 
-=(Log file)=-

11/3/2003 11:15
ok ive got the powerups fully working. Ive not got many of them though so ill
have to ask for types of powerups that people want. Ive got a feeling that
the game will no longer work on my P1 133 at any good speed. Imporving the
roids is next i guess I might set povray up first to get different ship
pictures. I want at least 3 levels of roid:
	+ Light - small and fast.
	+ Small - average ship good all round.
	+ Heavy - slow, lotz of armor, missiles(heavy shot).
These 3 class of roids could then get graduly better. The light class would
get faster and its shot may improve. 


11/3/2003 1:28 (Cam, UEA going there ;-)
Ok id forgot to change a line in the shot_collision(). It was still looking
for a return of over MAX_ROIDS not -1 if there was no collision. All working
now. Just need to make the powerups a little better(animation). Oh and ive
moved the site to http://evolight.sourceforge.net big thankx to
www.graffiti.net coz there great but abit slow on the hosting side. I'd better
update docs and such soon and release 1.6 or maybe 1.65 as i think i uploaded
an updated 1.5(with windows binary and updated docs + makefile for mingw).
New fetures since 1.5 original(so far):
	+ Powerups(but they dont mean anything)
	+ Changed stars from int to float and changed speed
	+ fixed README abit
	+ (new site dosnt realy count)
	+ Added a 'COPYING' file(should of been there from the beginning)
	+ Added health and damage to roid + shot(respectivly)
	+ Almost scraped evolight2's code base(OOP = POO ;-)!!

5/3/2003 20:45 (Camb, WTF happened?!?!?!)
Ok i dont know why but now when i press KEY_SPACE a new powerup apperiz??? The
collision detection between the player and the powerups is working just fine.
maybe its somthing to do with the variable hiting in the playgame function
maybe ive edited the shot.c file some how who knows? Oh the enemys now have
working health and the shot's just hurt them now.

2/3/2003 17:19 (Cambridge, Bugfix and health)
Well first ive added error checking to the changing of gfx mode(Full screen ||
Windowed).  Ive also started work on giving the enemys health.

20:12 (After food at hungry hourse)
All working in the change gfx mode section. Enemys now hurt before dying. i
just need to write the code for add_small_exp now.


20/2/2003 22:19 (UEA)
Getting the powerups working, not much to do. The complete_message is now
working but could do with some work as its not very fun. 

10/2/2003 12:12 (at UEA + liking RedHat 8.0)
Im going to get the complete_message function doing more then just blanking the screen now. Still gota sort out the shooting.

9/2/2003 Back at Uni + Debian hd f**k
Nothing much has been happening l8ly due to the bad hard disk flooding that
happened =( I have uploaded a slitly fixed version of 1.5 and called it 1.6.
Ive done this becose ive compiled the game with mingw for windows(9x + NT) and
it help to show a new release on allegro.cc. i didnt bother spaming the boards
about it though ill wait for the next big release for that... Evolight 2.0
maybe when ive added the powerups and the different enamy ships. I had
previosly wanted to have Evolight 2 be a rewrite from scrach in C++ but i dont
like the code ive writen so far.

30/12/2002 15:42 (Power UP!!!)
Adding powerup's to the game. Ive added "powerup.c"(but not to the
build/makefile) and added struct POWERUP. Using the roids.c file for a base, if only there were inheritance ;).

22:27 (timers)
Ive just noticed that im starting timers in the 'playgame' function but then not killing them. i think there is a limit to how many there can be runing at any one time + im not too happy about there not being stopped. Although i dont think ive noticed the affects of it as a bug.

11/11/2002 23:04
Right, just updateing small things. i have a working copy of fblend... i may use this for transparency if i ever create future versions. Changed the contense of the data file to use the Pop Will Eat Itself(PWEI) head! im gona call this version 1.5 as its a big improvment to the old version i have uploaded atm.

17/10/2002 15:37 (on the train to Luci'z)
I dont think my version of allegro likes how im trying to play midi files. i was trying to play them from a data file but it crashes when i try to play them =(. So now im loading them from normal files, witch works just fine. Ive also changed the menu background... It now says "Copyright to Dennis Dryden" and pionts to my web site. Maybe this should say "Copyleft..." ;). Remember its a GPL game do what you like with the code just ask befor using the gfx + sound... Ill give you a copy of the bkg with no text on it =). The game is almost 1 year old now.

15/10/2002 19:52
Ive found out why health would be removed when you started a new game after dying. It was becose hitting was a global variable that was not reset at the before the game was restarted. I think that this may be happening with other variables.

8/10/2002 18:42
Ive just added fix.bat. i hope it works :) i dont duel boot anymore so i dont know. Its just a edited copy of the fix.bat that allegro uses.

8/10/2002 17:51
There's a problem when i switch from windowed to fullscreen at the opptions menu. i dont know why its doing this but it will go from windowed to full screen normaly, well the player's ship gets moved to the top corner of the screen.

5/8/2002 14:19
Well not much work has been going on with the game. Ive got a menu problem but ill get round to fixing that some time soon maybe.

13/7/2002 20:00
Allegro and bgui2 menu now implemented correctly. I think that its working 100% now... i can only see one bug and thats witht the resolution switching. When i switch from windowed to fullscreen the players ship is moved to the top right of the screen.

11/7/2002 1:02am
Just added the ability to switch to and from fullscreen/windowed when playing the game. Also removed to warnigs that are being generated when compiling. There is one problem with the changing of the screen mode in game... going from windowed to fullscreen moves the ship to the top left corner of the screen.

note:
I have found that after installing and using the new version of allegro(4.0.2) the full screen bug is gone :).

6/7/2002
Ive been sent a dos version of the game. There is just a simple 8.3 file nameing problem and needed a new makefile. All working fine though other then that. ill change the name of collision.c to collis.c

24/6/2002 18:50
HHHMMM crashing in fullscreen gfx mode under X windowing system. This is
happening only when the players ship hits a roid not when a shot hits a
roid. Both functions make the same call: "add_exp(yada, yada);". When the
same program is run with the framebuffer console it has no problems. WTF is
going on heire then? Allegro bug maybe? Ill have to do some more testing
before i screem wolf.

16/6/2002 14:40
Yesterday i made some big progress with the game. I have ironed out all the bugs and changed the speed of the ship and the shot to make the game more playable. 

15/6/2002
I am going to fix alot of errors in the game today and also tweak a few bits and pieses. i would like to get the score working when i shoot an enimy and i would also like there to be a big or little explosion when the enimy dyes.

22/4/2002 00:47
I have just found a big leak in my memory management...
An array is declared like so...
int myarry[10];
...yes this gives 10 items in the array but no i cant use this...
myarray[10] = 10;
... this is becose array numbers start at 0 and not 1. This has been my problem in my code. Ive been using variables that dont exist.

7/4/2002 18:51
I have noticed that there is a pixel. I think that its a star so im going to try changing the star drawing mechanism so i can see witch layer its ment to be in.


6/4/2002 23:40
Added circle collition detection function and a distance finding function. I Found these functions in a copy of linux format(issue 18, september 2001). They are listed for 3d collision detection but i have managed to port them to a 2d coord system. Will try and get collision detection implemented before the end of the week(tomorow).
 
4/4/2002 22:27
After adding the log file(to save the status of the program while its running). I have tracked the position problem to the function "void init_stars(int speed)". Ive also used gdb to try and find the problem with the seg. falt.

3/4/2002 19:44
Im adding a log file to help with tracking bugs in the program. Ive also started adding sound to the game. The logfile will be writen to by the game as it runns.

5/2/2002 ??
Well my collage version's linked list is very messed-up i think my memory management is a little messed up.

21/1/2002 22:32
No luck geting this to start working as of yet. My collage version is now working nicely and had a linked list for its shot functions(dont know if it works yet almost missed my bus ;-).

16/12/2001 17:30
Well ive got circle collision working in collage but not at home as of yet (i dont have the code for it at home). Im going to make my own little function for this now.

11/12/2001 22:10(Night)
Adding collision... ill be doing bounding box collision for most objects, but not for the roids... these are more circular so ill do a sircular collision chek on them =). The collision detection methods were reasurched on allegro.cc pixalate, ppcol and forums.

(22:25)Might try using my old box collision detection from gunman...

7/12/2001 13:38(lunch)
Ok well i now have working star feelds in both versions of my game. ive added roid's to my game at home and ive added enemys to the version in collage. Ive had problems with some of my variable names it seems roid and enemy are not allowed. This wa on linux and djgpp. the error code was somthing like: "phases error befor O".

1/12/2001 18:50
I have got 2 copys of this game; one at collage and one at home. The one in collage works with djgpp but is only in one single sorce file. the one at home is in lotza different files but hasnt got everything working. GGGrrr im gona have to make one GOOD version one day.

30 Oct 2001 00:20am
I have just started the game so far i have got...
	...a game that sets up its gfx mode and leaves.
	
So the next step is to make a title screen(or a mock up of one till i do the final) and to put it into a pack file.

1/11/2001 2:22am
ok well ive got some menu gfx and now ive just drawn the ship gfx it looks very basic... but i like the look of them =-). Ive drawn 2 ship pictures centered ship(this is when hte ship is not tilted), ship left(this is when the ship is tilted left). Ive got one small problem... im missing the ship left pic. This pic just needs to to a horizontal mirror of ship left, so im going to make a small utility to do this. As im working on linux and am not 100% familior with the graffix programs i dont know how to do this... yet. So i guess ive just got make the util.


+---------------------------------+
|Log file for...                  |
|                                 |
|       -=Evolight=-              |
|	                          |
|               By Dennis Dryden  |
|                                 |
|   (The editor VIM rules)        |
+---------------------------------+


Why have a log file?
+==================+

This file is a diary of the developent of the game. It will hold lots of
interesting information about the devlopment of the game(mainly so ppl can see
how dumb i can be when tyered||drunk). Its main purpose is for me to log the changes i make to the game so if i loose some of my updated game code i know what i need to do and maybe even have an idea of how i did it last time. Always helps after a format and not backing all my recent code up ;).

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