Jewel Rush Revision History An old school arcade experiance
Changes and new features
- Draft of smooth scrolling implemented. As it's a bit jerky at times, it is currently disabled by default.
- Bonus life now awarded on reaching or passing threshold, instead of only on passing
- Added support for mazes (see example levels in Engine Test caves)
- Explosions now use an animation sequence rather than textured tiles
- Added support for STEELWALLDESTRUCTABLE/WALL2, DIAMONDf, BOULDERf
- Unrecognized BDCFF tiles should now be properly reported into the log
- Unrecognized BDCFF tiles are now replaced with DIRT rather than just crashing the game
- Tile graphics replaced with the draft of a custom version
- Textures, sounds and fonts are now configured from game.xml
- Added /VOLUME command argument
- Internal engine changes
Fixed
- Fixed an issue where the next explosion in a chain was incorrectly modifying the tile type of previous explosions
- Config file and logs are now written to / read from the Application Data directory if the write access to the game folder is not available
- Fixes a problem where the master volume wasn't being set unless it was modified via the in-game menu
- Fixes a problem were flags occasionally weren't cleared correctly, causing "death by invisible falling rocks"
- Fixes a crash which could occur when transitioning between two different sizes levels and the /DEBUGMODE flag was enabled
- Fixes a bug where running up into a falling diamond didn't always kill the player
Changes and new features
- Fixed black screen if /NOTITLE was specified but /AUTOPLAY was not
- Fixes an issue with the cave generation which meant the predicive random seed was incorrect after a generating the cave layout
- Fixes minor issues with border generation and now honours the InitialBorder type setting
- Better timing support for BoulderDash1 and BoulderDash2 scheduling
- /CAVE and /LEVEL can now be used independetly of /CAVESET
- Holding down the fire button and a movement key now correctly animates the player
- Boulders can now be pushed a single tile while the fire button is held down without moving the player
- Added /DEBUGMODE switch. When enabled, an additional overlay is displayed for testing purposes.
- Fixed issue where tile attributes sometimes weren't reset correctly
- Added diamond birth animation sequence
- The mouse can now be used with ingame menus and text screens
- Fixed viewport issues that caused the covering/uncovering animation to be displayed in the wrong place on very small maps
- Fixed a problem where menus could be controlled via the keyboard even when the game window didn't have focus
- Demo's now restart if they run out of time
- Now uses OGG for audio
- Window size is no longer loaded from configuration files
- Fixed default coordinate system leaving graphics distorted due to an unequal tile size
Changes and new features
- Snapping is now supported by demo data
- Added the ability to record level demonstrations
- Added command line arguments for specifying the caveset to load, starting cave, starting level
- Added command line arguments to automatically start playing a game, and to exit the game when the playthrough has ended
- Added command line argument to disable sound independently of the game configuration
- Tinkered demo playback a bit more, Boulder Dash 2 demo now plays successfully
- Added support for joysticks and gamepads. [See readme.txt]
- Added readme.txt
Fixed
- Fixed sounds not playing when a boulder/diamond first starts to fall, or when they roll off another object
- Fixed sounds not playing when a boulder/diamond falls into a magic wall, but there is no space on the other side of the wall
- Boulders and diamonds now continue to fall into expired magic walls
- After a boulder or diamond has fallen through a magic wall, it is correctly flagged as falling
- A sound is now played when walls expand
Fixed
- Resolves problem with character animations switching in the middle of a previous animation
- Left and right animations now play at the same speed
- Resolves problem where the colour of some text was set to transparent and therefore invisible
- Fixes issue where sometimes the character would move twice, despite pressing a movement key only once
Minimum Requirements
- Windows 10, 8.1, 8, 7, Vista, 2003, XP
- Microsoft .NET Framework 4.0
- OpenAL (Optional, but no audio will be available if not installed)
- OpenGL compatible graphics card
- 10MB of available hard disk space
Donate
This software may be used free of charge, but as with all free software there are costs involved to develop and maintain.
If this site or its services have saved you time, please consider a donation to help with running costs and timely updates.
Donate