Release History



99/04/09 1.00
- Final Release!

99/03/30 0.92 alpha
- On completion, reset initial stats (just pistol, no keys etc.)
- Crash on exit to apps, launch memopad (with hard key)
- Boss Sprite

99/03/29 0.91 alpha
- Can dodge bullets
- Can go back to previously completed levels
- Fixed: level 3 final room all peons are carrying keys!! (There should be 2 keys)
- Fixed: level 4 now has too much health after the first sprite - still (particularly in bottom left corner)

99/03/23 0.85 alpha
- Level 3: only two peons carrying keys
- Rage decay at the perfect level

99/03/18 0.84 alpha
- Level 6: no longer allowed to keep unused key
- Level 10 dialog fixed
- only get x2 health from guard: never x4

99/03/17 0.83 alpha
- Need health multiplier. Multiple Guards and higher levels are impossible to beat without it.
- Allow the player to go back to previously completed levels, and restart game.

99/03/10 0.78 alpha
- Fixed automatic selection of new weapon
- Fixed display of multipliers
- Make rage work, expecially when killing enemies
- Allow static sprites to stay awake longer to optimize case where they're too far away to actually be visible
- Fixed: Face on splash and level screen too fast
- Fixed: Level 4: big room sucks.
- Fixed: Level 6 does not end! (Finish it)

99/03/07 0.76 alpha
- Removed DrawFPS
- Picking up a weapon DOUBLES the amount of ammo that you can carry, as well as the value of bullets picked up. (Rifle = x2, Chaingun = x4) ...Health too? Also maxes ammo.
- Change splash screen to show where to buy RayGin
- Display 'Congratulations!' text after completing the last level.
- Fixed: Prevent key click when moving player
- Fixed level 5
- When picking up a weapon, automatically select the new weapon
- Created release package: readme.htm:
- Fixed: pressing the 'Apps' button twice sends game into weird state running 'under' the apps form.

99/03/01 0.69 alpha
- ALL actors can now fire
- Fixed bug: some actors disappear when falling asleep
- Added a transition screen when changing levels/dying

99/02/25 0.66 alpha
- Enemies can now fire back! Implemented more AI.
- Enemies cause less damage per attack
- Added Visual cues for: actor aiming/firing

99/02/16 0.61 alpha
- Fixed wall draw problem when very close to corner of wall
- Fixed spore on the screen when an actor is killed
- Fixed dynamic sprites falling asleep too soon/disappearing/never appearing (you can now get the rifle on level 3...)
- Increased number of active sprites
- Disabled sound completely for now

99/02/11 0.59 alpha
- Reports the version on the splash screen (also changed the version format)
- Preserve last saved position between games
- Made level 2 easier (Peons are easier to kill)
- Added sound infrastructure
- Release as .zip so that it doesn't confuse browsers
Note: On the PalmPilot Professional with OS 3 upgrade:
There have been a few reports of version 0.59 crashing, and causing a "boot loop" (where you keep seeing the "Welcome to PalmPilot" message over and over again).
You should be able to fix this with a Warm Reset which will not delete all of the data on your Pilot, like a hard reset will:
Press the reset button while holding the UP button.
Thanks to Rob Gallop and Rick Pasetto for reporting this bug!

99/02/03 alpha
- Level 2 is easier, but possibly still too hard!
- 'Fine' control. Particularly for aiming. Accelerate based on how long you hold down a key.
- Picking up rage works

99/02/01 alpha
- Added Face animation for pain and anger

99/01/28 alpha
- Fixed nasty bug: Killing an actor in a doorway does bad things:
--- turns dropped objects into other objects, teleport pads etc.
--- can cause RayGin to crash

99/01/27 alpha
- Locked doors are now locked
- Level 2 has sprites
- Available weapons/keys windows clear when the player dies and returns to beginning of the level

99/01/25 alpha
- Fixed the Personal 512k bug! Many thanks to Graham Whaley, Matthias Steppuhn and Guido Berhörster for helping to find the fix and to James Davis, Tim Escobedo, Guido Berhörster, Chris Wilkinson and Roger Brownlie for finding this bug!
- Added Double buffer to remove wall flicker
- Peons are a bit harder to kill
- Moved some memory around: ds much smaller now

99/01/21 alpha
- Elevators now actually move the player between levels
- First three maps done
- Saves preferences at the beginning of each level

99/01/18 alpha
- Just getting back into it
- Fixed Invalid Handle caused by large data seg
- Added Map Load infrastructure

98/09/11 alpha
- First external alpha release




Known Bugs

There are no known bugs in this release.




RayGin is ©1998-1999, Steve Minns. All rights reserved.