Alien Breed 5 v2.0.0 is now finished and uploaded - you can download it either from
ticalc.org or
Cemetech Here is a copy of the v2.0.0 update notes:
v2.0.0 <> February 2015
- 4 page flash application for TI-83+/84+ only due to extra features.
- Levels now all stored as part of the application (no more multiple external files!).
- Added Episode II: Evolution with 12 brand new levels.
- Added 2 player co-operative mode.
- Added functional Intex Entertainment (Pong-type game).
- Added 2 new enemies: turtle type and shooting alien type.
- Added animated/interactive objects.
- Added retreat firing.
- Added smooth walls / soft corners.
- Added Achievements.
- Added in-game tips.
- Added more information and also pictures to the Intex Info Base.
- Added explosion animation when power domes are destroyed and doors are blasted open.
- Added cut scenes & neater screen transitioning.
- Remote Radar Scanner now works during the self-destruct countdown in NORMAL difficulty, but still doesn't in TOUGH.
- Mission text & Intex Terminal screens improved.
- Adjusted weapon strengths vs enemy strengths.
- Plasma Rifle & Flamethrower no longer wipe through multiple enemies in a row (was too powerful).
- End of level animation shows either 1 or 2 players.
- Boss AI revised.
- Bosses now flash when being damaged.
- Proper set of explosion animations when bosses are killed.
- New shadow effect for dark levels.
- Countdown timer now has a frame.
- Fixed bullet overflow/underflow bug.
- Fixed "more than 9 lives" bug.
- Fixed bug that allowed enemies to spawn on top of one another.
- Fixed bug with buying ammo clips from an Intex Terminal.
- Fixed bug that allowed enemies to freely walk in and out of service ducts without using ramps.
- Fixed bug with incorrect tiles showing on hatchery levels.
- Fixed APD bug.
- Improved the screen shaking effects during the countdown sequence.
- Improved the level exploding sequence.
- Updated the Pause menu key mapping & added a confirmation before quitting the current game.
- Minor adjustments made to some of the Episode I levels to be more like Team 17's ABSE'92.
- Increased healing from First Aid kits.
- One-way energy beams now push you through twice as fast, and kill you if you attempt to walk through them in the wrong direction.
- Radar scanner screen now centred on LCD.
- Optimised the level loading routine to load faster and added a progress bar.
- TI-83+SE/TI-84+/TI-84+SE calculators run at 15Mhz (TI-83+ still runs at 6Mhz)
- Revamped the menu system and integrated the passcode & high score screens into the main theme.
- Miscellaneous minor speed optimisations.
- Sped up the end-of-level animation.
- Can press [ALPHA] during text printing sequences to speed things up.
- Episode I now gives passcodes at the end of levels 1, 3, 5, 7 & 9 (same as Team 17's ABSE'92).
- Can now adjust contrast in the pause screen by pressing+/-.