09-26-02

* added hall of fame.
* made hall of fame background from the "la calavera del jardinero" sketch.
* changed font in hall of fame.

09-25-02

* corrected jump control now the max height of the jump is in pixels instead of
loops.
* adjusted monsters speed in hard level.
* recentered the menu options in the main menu.
* added a timer and each dificulty level has different time to complete stages.
* in the easy dificulty level, the player jumps 10 pixels more high than the
other levels.
* added sound when the timer is <= 10.
* when a stage is completed the player earns 45*difficulty points for each second left.

09-24-02

* the game has now faster gameplay.
* implemented frame rate independent movement, now the game has the
same game speed in every computer.
* added 3 difficulty levels to the main menu.
* corrected collision detection, it may fail on VERY slow systems.
* corrected animation function to be frame rate independent.

09-23-02

* added new enemy (the sword).
* finished level 6.
* added screen blinking and sound when collected the las object of the stage.
* improved blinkscreen() to pass the RGB values to blink with.

09-22-02

* corrected a small but ugly bug that made the sound very choppy under some
windows systems.
* improved a bit the jump behavior (now it is less linear).

09-21-02

* drawed a new enemy (the goblin's head).
* redrawed some tiles.
* added new tiles.
* edited some levels with the new tiles.
* started level 6 (the caves).

09-20-02

* translated the ChangeLog to english (well at least my english...).

09-19-02

* improved CODE routine on the main menu.
* changed some tiles to change the game aspect not to look too blocky.
* changed the compile script to use GNU autotool (configure / make).
thanks to Daniel T. Chen (crimsun@email.unc.edu).

09-18-02

* added a routine to enter a stage code on the main manu.
* added sound to the enter CODE on the menu when the code is correct or incorrect.

09-17-02

* the page is submitted to Linuxgames, Happypenguin and Freshmeat.

09-16-02

* first release of the game demo.
* remade the web page (dragontech.sourceforge.net).
* the page is uploaded to sourceforge.

09-15-02

* decided use the GPL license for the game.
* added to the main menu the option HELP and SCREEN (to change the display
  mode between full screen or windowed).
* added a sound to the main menu when moving between options.

09-14-02

* changed main screen font and placed in a panel.
* added cursor and keypad keys to the game.
* started to make a web page.

09-13-02

* changed the SDL_LoadBMP for LoadT (.T files are now used).
* added a menu to the main screen (just PLAY and EXIT work).
* Nicolas (Graphic artist) gone hollyday.

09-11-02 (code cleanup)

* remade the loops of the game (intro, menu, etc.).

09-09-02

* convert of all the surfaces to DisplayFormat for faster blitting.
* the main screen text side scroll is deleted.

09-08-02

* the main screen is started to be drawed, i think i will eliminate the text
  side scroll.

09-07-02

* added new graphics for the cemmentery background (evil trees)
  those were drawed some time ago.
* added music in the main screen.
* now the end credits dont exit when the credits finish, it loops.
* added new (and last) level of cemmentery.
* chaged the object counter variable.
* added to the score panel a stage title.
* changed font for the stage title (same but different color) in the score panel.
* the monster-monster collision is corrected again.
* added new object graphic (blue gem).

09-05-02

* added some new graphics for the second landscape (not level yet).

09-03-02

* at last i think the monster-monster collission detection is fine.
 
09-02-02

* corrected a bug that stopped the music twice causing a segfault when you
  complete the last level and returned to the main screen.
* added a object counter on the score panel (thank Gabriel Radeff for the idea).
* added a code that is used to select the music for each stage.

09-01-02

* improved (again) the print_text() routine, so the font can be selected
  when calling it.
* added end credits screem with vertical text scroll over a graphic.
* added music to the end credits.

08-31-02

* level 4 fixed.
* fixed a problem when te character entered a room in duck state and
  loose a life, it reapears one tile below (cause of the heigh is the
  half when ducked).

08-24-02

* new level (4).
* changed the acces mode for files to binary, before the levels
  were not correctly readed in windows.
* new tiles.
* added "set score to 0" when exiting game.

08-23-02

* added the jumping frame.
* added a screen blink and sound when loose a life.

08-21-02

* improved the print_text() routine to print static text.
* added score, lives and level indicator to the gamepanel.
* changed font for the scores.
* when the character jumps and touches the head with a tile,
  the jump ends and he starts falling.
* added the falling frame for Pachi.
* added some tiles.

08-20-02

* drawed Pachi falling.
* drawed cementery poster.

08-19-02

* completed the animation frames of Pachi walking.
* change of the color of "The Death" monster (before brown, now some sort of cyan).

08-02-02

* now Pachi have 10 animation frames for each action.
* completed the animation of Pachi ducked.
* the monsters detect when collide with another monster and change the direction.
* two more playable levels.
* the gamepanel is changed.


07-31-02 (code cleanup)

* Begin of loging.
* change some variable names:
    P_ afect player.
    M_ afect monsters.
    R_ afect rooms.
* added more comments to the codes.
* deleted the delay routine an the timing.h file.
* deleted tileheight and tilewidth variables, now just using tileside.
* changed keyboard handling, now when you release the direction keys the
  character stops moving.
* corrected an error that maked posible to duck in the air if falling down
  (not jumping). 
* now the character have more animation frames for each action it takes
  (walk, jump, fall, duck) for now only the walking frames are done.
* started adding music.
* added sounds for jumping and for picking objects.
