Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and
crossing the flag will replace the player with that doodad. Multiple
checkpoint flags like this can toggle you between characters.
* Azulians are now friendly to player characters who have the word
"Azulian" in their title.
* Improve Bird as the playable character:
* Dive animation if the player flies diagonally downwards
* Animation loop while hovering in the air instead of pausing
* Checkpoint flags don't spam each other on PubSub so much which could
sometimes lead to deadlocks!
SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag
(not the region) can link to a doodad and replace the player character
with that linked doodad when you activate the checkpoint:
Actors.SetPlayerCharacter(filename string): like "boy.doodad"
Add various panic catchers to make JavaScript safer and log issues
to console.
* Respawning from a checkpoint grants 3 seconds of immunity in case
enemies are spawn camping.
* Add the white Azulian as an even faster and harder enemy than the red
Azulian: twice as fast, jumps higher, and can detect the player from
further away.
New functions are available on the JavaScript API for doodads:
* Actors.At(Point) []*Actor: returns actors intersecting a point
* Actors.FindPlayer() *Actor: returns the nearest player character
* Actors.New(filename string): create a new actor (NOT TESTED YET!)
* Self.Grounded() bool: query the grounded status of current actor
With this the game's built-in doodads have been revised:
* Bird: will now scan 240 pixels diagonally searching for the player
character and will dive if seen. The Bird is dangerous while
diving. It will return to its original altitude once it touches
the ground.
* Azulians: the Azulians are now dangerous to player characters but
not to the Thief. Azulians will begin to follow the player when
they are within the aggro range and will hop if the player is
above them to try and overcome obstacles.
* Blue Azulian: aggro is (250, 100) jump speed 12 movement 2
* Red Azulian: aggro is (250, 200) jump speed 14 movement 4
* magicform is a helper package that may eventually be part of the go/ui
library, for easily creating structured form layouts.
* The Level Publisher UI is the first to utilize magicform.
Refactor how level publishing works:
* Level data now stores SaveDoodads and SaveBuiltins (bools) and when
the level editor saves the file, it will attach custom and/or builtin
doodads just before save.
* Move the menu item from the File menu to Level->Publish
* The Publisher UI just shows the checkboxes to toggle the level
settings and a convenient Save button along with descriptive text.
* Free versions get the "Register" window popping up if they click the
Save Now button from within the publisher window.
Note: free versions can still toggle the booleans on/off but their game
will not attach any new doodads on save.
* Free games which open a level w/ embedded doodads will get a pop-up
warning that the doodads aren't available.
* If they DON'T turn off the SaveDoodads option, they can still edit and
save the level and keep the existing doodads attached.
* If they UNCHECK the option and save, all attached doodads are removed
from the level.
* Switch from otto to goja for JavaScript engine.
* goja supports many ES6 syntax features like arrow functions,
const/let, for-of with more coming soon.
* Same great features as otto, more modern environment for doodads!
* Clean up unused msgpack code for levels and doodads
* Fix the cosmetic bug where actors in your level would display wrongly
when scrolling off the top/left edges of the screen: they used to
anchor at their own 0,0 coordinate and crop their width/height leading
to a 'scrolling' effect that didn't happen on the right/bottom edges.
The Default handler of the developer command shell now calls out to
RiveScript to match the user's message to a friendly reply. If
RiveScript returns NoReplyMatched then give the "command not found"
error.
* If the player runs the PlayAsBird cheat they shouldn't be able to win
a high score on a level, so at level startup it detects whether the
DefaultPlayerCharacterDoodad has changed from default on a level that
doesn't use the Start Flag to set a specific doodad - and immediately
marks the session as cheated
* New doodad: Invisible Warp Door
* All warp doors require the player to be grounded (if affected by
gravity) to open them. No jumping or falling thru and opening
a warp door mid-air!
* Title Screen now randomly selects from a couple of levels.
* Title Screen: if it fails to load a level it sets up a basic
blank level with a wallpaper instead.
* New developer shell command: titlescreen <level>
Opens the MainScene with a custom user level as the background.
* Add Auto-save to the Editor to save your drawing every 5 minutes
* Add a MenuBar to the Play Scene for easier navigation to other
features of the game.
* Doodad JS API: time.Since() now available.
* Adds pkg/savegame to store user progress thru Level Packs.
* The savegame.json is mildly tamper resistant by including a checksum
along with the JSON body.
* The checksum combines the JSON string + an app secret (in savegame.go)
+ user specific entropy (stored in their settings.json). If the user
modifies their save file and the checksum becomes invalid the game
will not load the save file, acting like it didn't exist, resetting
all their high scores.
Updates to the Story Mode window:
* On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing
a user's progress thru the level pack.
* Below the levels on the Detail screen:
* Shows an indicator whether the level is completed or not.
* Shows high scores (fastest times beating the level)
* Shows a padlock icon if levels are locked and the player hasn't
reached them yet. Pops up an Alert modal if a locked level is
clicked on.
Scoring is based around your fastest time elapsed to finish the level.
* Perfect Time (gold coin): player has not died during the level.
* Best Time (silver coin): player has continued from a checkpoint.
In-game an elapsed timer is shown in the top left corner along with the
gold or silver coin indicating if your run has been Perfect.
If the user enters any Cheat Codes during gameplay they are not eligible
to win a high score, but the level will still be marked as completed.
The icon next to the in-game timer disappears when a cheat code has been
entered.
* SDL2 builds of the game now set their app window icon.
* Create/Edit Level window is updated to show a tabbed UI to create a
new Level or a new Doodad. The dedicated main menu button to create a
new doodad (which immediately prompted for its size) is replaced by
this new tab's UI.
* Edit Drawing/Play Level window is more responsive to smaller screen
sizes by drawing fewer columns of filenames.
* Bugfix: the Alert and Confirm modals always re-center themselves on
screen, especially to adapt between Portrait or Landscape mode on a
mobile device.
* The "Story Mode" button on the MainScene opens the levelpacks window.
* Levelpacks from all places are shown (built-in and user files), basic
level picker works.
* When playing a level out of a levelpack: the PlayScene gets the file
data from the zipfile and plays it OK.
* When a levelpack level is solved, the "Next Level" button appears on
the success modal and hitting Return will advance to the next level in
the pack. The final level doesn't show this button.
* The user can edit levelpack levels! Clicking the "Edit" button on the
Play Mode moves the loaded level over to the EditScene and the user
could save it to disk or edit/playtest it perfectly OK! The link to
the levelpack is lost upon opening in the editor, so the "Next Level"
victory button doesn't appear.
The title screen is now responsive to landscape mode. If the window is
not tall enough to show all the menu buttons (~600px) it will switch to
a horizontal layout with the title on the left and buttons on the right.
WIP "Story Mode" button that brings up a Level Packs selection window.
Adds `doodad levelpack create` and `doodad levelpack show` commands to
the CLI tool to create levelpacks.
A levelpack is a ZIP file containing a descriptive index.json and
directories for levels and doodads.
* The Red Bird now records its original altitude on the level and will
try and return there should it accidentally climb up or down a wall.
Sometimes goes into a wavy pattern surrounding its original altitude.
* Editor UI: in the default (vertical) toolbar, the Palette now has a
two column view to show more color choices on screen at once.
* User setting added: hide the touch control hints.
* The level scroll logic was getting a null pointer crash if you open a
doodad rather than a level file.
* Add a crosshair option to the level editor, configurable in the Game
Settings window.
- Fix a memory sharing bug in the Giant Screenshot feature.
- Main Menu to eagerload chunks in the background to make scrolling less
jittery. No time for a loadscreen!
- Extra script debugging: names/IDs of doodads are shown when they send
messages to one another.
- Level Properties: you can edit the Bounded max width/height values for
the level.
Doodad changes:
- Buttons: fix a timing bug and keep better track of who is stepping on it,
only popping up when all colliders have left. The effect: they pop up
immediately (not after 200ms) and are more reliable.
- Keys: zero-qty keys will no longer put themselves into the inventory of
characters who already have one except for the player character. So
the Thief will not steal them if she already has the key.
Added to the JavaScript API:
* time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
* Recolor some of the region doodads
* Add command: `doodad edit-level --remove-actor` to remove actors from
your level.
* Tweak the player jump velocity from playtesting levels.
* Tweak max gravity speed to match player max velocity.
* Boy's script watches for his velocity to flip suddenly and stops
animations, limiting the moonwalking a bit.
* JS API: Self.GetVelocity() added.
* The "Giant Screenshot" feature takes a very long time, so it is made
asynchronous. If you try and run a second one while the first is busy,
you get an error flash. You can continue editing the level, even
playtest it, or load a different level, and it will continue crunching
on the Giant Screenshot and flash when it's finished.
* Updated the player physics to use proper Velocity to jump off the
ground rather than the hacky timer-based fixed speed approach.
* FlashError() function to flash "error level" messages to the screen.
They appear in orange text instead of the usual blue, and most error
messages in the game use this now. The dev console "error <msg>"
command can simulate an error message.
* Flashed message fonts are updated. The blue font now uses softer
stroke and shadow colors and the same algorithm applies to the orange
error flashes.
Some other changes to player physics:
* Max velocity, acceleration speed, and gravity have been tweaked.
* Fast turn-around if you are moving right and then need to go left.
Your velocity resets to zero at the transition so you quickly get
going the way you want to go.
Some levels that need a bit of love for the new platforming physics:
* Tutorial 3.level
* New keybind: 'v' to open a new Viewport in the Level Editor.
* New keybind: Backspace to close the topmost UI window,
and Shift+Backspace to close them all.
* Zoom has graduated out of experimental feature status. Still a bit
buggy but workable.
* Viewport windows now copy the Tool and BrushSize of the toplevel
editor, so drawing in and out of viewports works well.
* Viewport window UI improved: buttons to grow or shrink the window
size, refresh the actors, etc.
Add multi-touch gesture support so that the player can scroll the level
in the editor (and title screen) by treating a two finger swipe to be
equivalent to a middle click drag.
Fun quirks found with SDL2's MultiGestureEvent:
* They don't begin sending us the event until motion is detected after
two fingers have touched the screen; not the moment the second finger
touches it.
* It spams us with events when it detects any tiny change and a lot of
cool details like rotate/pinch deltas, but it never tells us when the
multitouch STOPS! The game has to block left clicks while multitouch
happens so the user doesn't draw all over their level, so it needs to
know when touch has ended.
* The workaround is to track the mouse cursor position at the first
touch and each delta thereafter; if the deltas stop changing tick to
tick, unset the "is touching" variable.
In the level editor, the "Play (P)" button has a new feature: Play
From Here. On mouse down you begin dragging a silhouette of Boy or
whoever the default player character is, as if you were dragging a
doodad onto your level.
Drop the silhouette on your level and enter Play Mode from that
location instead of the Start Flag.
Release your cursor over the Play button or press the "P" key to
spawn at the Start Flag as usual.
In the editor, clicking and dragging with the middle mouse button
will scroll the view of the editor in place of the arrow keys.
When entering Play Mode, the original scroll position in the level
editor is remembered for when you come back - no more having to
scroll from 0,0 each time to get back to where you were working!
The game can now be played using only a touch screen! The left
mouse click (Button1) can now move and control the player
character.
* A box in the very middle of the screen is the "Use" button and
a deadzone for directional inputs.
* Anywhere outside the middle and to the left registers a Left
button, to the right a Right button, above the top of the middle
is a Jump button, and below the bottom of the middle is a down
input (for antigravity mode).
* Tight platforming is possible: above and below the middle box,
the left/right split is tight in the middle of the window. You
can get tight jumps if jumping or go below if you don't want to
jump. The left/right deadzone is only over the space of the Use
button.
If the player is idle for a while with no controller inputs, some
hints will fade in about the touch controls.
Note: the ScrollboxOffset to track the player character is changed
to 60,60 from 60,100 so the camera will track tighter to the player
and so the player will mostly be over the Use button on touch
controls as long as he's away from a level boundary.
In the Level Editor, the "Level->New viewport" menu opens a window with
its own view into your level. You can open as many viewports as you
want.
* Mouse over a viewport and the arrow keys scroll that canvas instead of
the main editor canvas!
* You can draw inside the viewports! A selectbox to choose the tool to
draw with. No palette or thickness support yet!
* The actors are installed as-is when the viewport is created and it
doesn't show any changes to actors after. Make a new viewport for a
refreshed view.
* Strokes committed inside the viewport show up in the main editor (and
in other viewports), and vice versa. The viewports accurately track
changes to the level's colors, just not the actors.
* Fun feature to load a DIFFERENT level inside of the viewport! Editing
that level doesn't save changes or anything.
In the Level Editor, the "Level->Giant Screenshot" menu will take a full
scale PNG screenshot of the entire level, with its wallpaper and
doodads, and save it in ~/.config/doodle/screenshots.
It is currently CPU intensive and slow. With future work it should be
made asynchronous. The function is abstracted away nicely so that the
doodad CLI tool may support this as well.
The Checkpoint Region acts as an invisible checkpoint flag, remembering
the player's location should they need to respawn there.
New cheat: `show all actors` during Play Mode will make every hidden
actor visible. Useful to see your technical doodads during gameplay!
Developer shell: `Execute(command string)` is available to the
JavaScript interpreter. It simulates another command being run on the
developer console.
New category for the Doodad Dropper: "Technical"
Technical doodads have a dashed outline and label for now, and they
turn invisible on level start, and are for hidden technical effects on
your level.
The doodads include:
* Goal Region: acts like an invisible Exit Flag (128x128), the level is
won when the player character touches this region.
* Fire Region: acts like a death barrier (128x128), kills the player
when a generic "You have died!" message.
* Power Source: on level start, acts like a switch and emits a
power(true) signal to all linked doodads. Link it to your Electric
Door for it to be open by default in your level!
* Stall Player (250ms): The player is paused for a moment the first time
it touches this region. Useful to work around timing issues, e.g.
help prevent the player from winning a race against another character.
There are some UI improvements to the Doodad Dropper window:
* If the first page of doodads is short, extra spacers are added so the
alignment and size shows correctly.
* Added a 'background pattern' to the window: any unoccupied icon space
has an inset rectangle slot.
* "Last pages" which are short still render weirdly without reserving
the correct height in the TabFrame.
Doodad scripting engine updates:
* Self.Hide() and Self.Show() available.
* Subscribe to "broadcast:ready" to know when the level is ready, so you
can safely Publish messages without deadlocks!
For levels having a top/left scroll boundary, the top/left point takes
higher priority for resolving out-of-bounds scroll ranges instead of the
bottom/right.
This fixes a bug where you Zoom Out of a level far enough that the
entire boundaries of a Bounded level are smaller than the viewport into
the level. It could happen if playing normal levels in Play Mode on a
very high-resolution monitor. Previously, the level would anchor to the
bottom/right corner of your screen.
With the Zoom In/Out Feature this broke the ability to scroll well on
the level; so the easy fix is to put the X>0, Y>0 bounds check after the
above, so the level will hug the top/left corner of the screen which
fixes both problems.
* If you open a wide unbounded level like Castle.level and zoom out and
scroll left (into negative world coordinates), the level chunks
display correctly now.