Releases: bemusic/bemuse
Releases · bemusic/bemuse
v0.5.0
v0.4.0
v0.3.1
- Asset hashing have been enabled. This means each time a different JavaScript file name will be generated, based on the contents. #80
- This prevents problem when some cached JavaScript files are the old version and doesn't work with the boot script AND/OR other JavaScript files.
v0.3.0
v0.2.1
- Pixi.js is added to the project just to make sure it works in our build infrastructure.
- Bemuse is the official name of this game. BEAT☆MUSIC☆SEQUENCE will be the subtitle.
- Windows build support added so my teammate (who uses Windows) can collaborate, as well as others who use Windows.
v0.1.2
A lot has happened.
- Cachier: Large blobs can now be cached inside IndexedDB. This should make it easy to implement offline playback.
- Automated Code Reviews: Whenever a pull request is opened, Travis will check your code against
jshint
andjscs
and writes a comment on the pull request. - Automatic Deployments: Once a new version is released, a deployment to GitHub pages is made.
- Sampling Master: Sounds can be loaded and played using Web Audio API.
- BMS: Basic BMS parsing has been implemented.
- Technical Demo: A demo of BMS parsing and playing sound has been added to the "Coming Soon" page.
v0.0.0
This is v0.0.0. Right now, this game cannot do anything (at all!), but I just finished setting up the infrastructure. Took me five days!
- Decide on which build tool to use: Gulp + webpack + Jasmine.
- Set up linting rules and pre-commit hooks.
- Setup Travis CI and Code Climate with Code Coverage.
- Set up testing infrastructure.
- Write brief project plan and README.md (which will evolve over time).