Version: 1.00

               First public release

 

1.0                This is the current version, Everything is set and ready to play.

Some major changes applied to the palettes and to the sff in general, to understand you MUST play.

 

Updates: (digressional order)

 

1.00

First public release. Completely remade the sff file, changing all AS IT NEEDED TO BE. Completed Everything else that was Not complete before. There is an AI with 9 different levels to choose from. Sff file 100% complete, Air file 100% complete, Cmd file 100% complete, Cns files 100% complete, Snd 100% completed, Palettes 100% complete

099B

Internal version. Revised Throws Brought them to perfection. Added cayenna palette. Sff file 100% complete, Air file 100% complete, Cmd file 100% complete, Cns files 99% complete, Snd 99% completed, Palettes 80% complete

NO AI, repeat NO AI.

095B

Kill on special back ground added, offsets of the air file completely reviewed.

Added a blinking future which is meant to be used only for AI purposes.

090B

Fixed some goodies and brought to perfection minor things, like the turning and crouched turning stuff B) ALSO finally fixed the .sff File, Up to an 85% of the total!!!

080B

Implemented ALL the Missing moves and completed the .sff file, which still needs some restyling

070B

Fixed the stage “high up in the Sky” issue, by converting the intro’s explodes to Helpers B) took long enough, corrected the AIR file for images with strange offsets

060B

Some bugs fixed, speeded up gill a little and reviewed some offsets…. Get hit sounds Added!

050B

Programming -- changed the original damage values, for people that don’t know how to play it was way to difficult to play before, For the same reason the controls are different, if you are a pro, I challenge you to switch the controls back to it’s original way, the cmd is still there and is named gill.cmd, just open the .def file, the option is commented aside the actual one.

Graphics -- now, some sprites have been changed, others have been fixed a little. The palettes are all kind of good now, some major problems are found in the intros, I’ll be working on those for the 070B Next release.

040B

60% completed on the overall character!!! Not many bugs are to be found B)

030B

2 working sides…. And all the sounds are Up to date with the moves, (no sound on get hit)

020B

Different moves for different sides, Sides which are not implemented. ADDED almost all the hit sparks!

010B

All basic attacks of one side working with out hit sparks