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tap on Pixie when there are no more pups now sends Pixie to exit
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changed spore sound
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wallpasser magic now teleport
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added settings scene, to turn off white/green ghosts, set tile size
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dynamic scaling of tile size
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level tweaks
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scalaing of menu, status bar, knapsack
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added spore and power up sounds
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changes to launcher icons
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added knapsack gauges
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new pup walk (pixie path is sticky)
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bug fix: Pixie tap was only in simulator
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ghosts now don't change color
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retired shockwave
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added visible pause button
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added Hotel level
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power ups are now slightly attracted to Pixie and her ball
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removed timer from wallpasser power up; it now allows one move (which may be >1 wall)
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tap Pixie to go to nearest power up
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level and gameplay tweaks
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added easy/hard hardest to Menu.lua
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ghosts and power ups now have same alpha as the tile they're on
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The 'get off the path' edition:
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power ups now walk randomly
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removed need to collect all power ups
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100 points for killing a ghost
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added more snakes to discourage sticking to the path
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occasionally use Prim's algorithm to generate maze, instead of recursive backtracker
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replaced shield power up with health
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replaced navigation power up with fireball
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path to exit is now always marked (with yellow spores)
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only aqua ghosts on level one
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bug fix: green ghosts were not changing when reaching entrance
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added blanks to level data to allow more shapes
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added corner check before creating automatic spawn tiles
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removed pink ghosts (too like purple)
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bug fix: shield degrading on harmless ghost
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bug fix: changed stupid knapsack code
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added white ghosts
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glyph moved from knapsack to magic item
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only one of each colored ghost allowed at once
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added pink ghosts
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retired status.permadeath, replace with Game:isPixieAlive()
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removed a level to make game shorter
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optimize wall placement when adding graphics to tiles (use multi wall colors to guide this)
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path marked to exit when picking up key
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clear level six (10 tiles wide) to win the game and record a high score
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invulnerable magic item replaced with pixie shield
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magic items now indicate how many of that type there are in the knapsack
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bottom ghosts spawn at the start, top ghosts now spawn from the entrance, but only after pixie has collected the exit key
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ghosts keep spawning to a fixed number (maze width * 2), even if pixie kills some off, so there will always be ghosts in the maze. So, pixie will run out of ammo and die if she stays too long on a level
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light reduction now happens all the time, taking one minute to gradually go from full bright to near darkness
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start using a graphic for ghosts rather than a a plain circle (work in progess, needs some animation)
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ghosts get faster as level increases, until they're same speed as pixie
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find the key to unlock the exit
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fireballs
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proper collision detection
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better collision detection
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defined entrance and exit tiles
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pause/resume now works on pixie and ghost timers
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retired Edge class, replaced with faster Tile link members
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limit the number of dynamically pathfinding ghosts
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caps now have correct alpha when tile created
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juddering after level 5 on phone, so limit ghosts to four (one per corner)
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application suspend now displays resume button
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white ghosts now hostile
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spacing of knapsack items