532 lines
25 KiB
Markdown
532 lines
25 KiB
Markdown
# Changes
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## v0.9.0 (Oct 9, 2021)
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New features:
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* **Touch controls:** the game is now fully playable on small
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touchscreen devices! For gameplay, touch the middle of the screen
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to "use" objects and touch anywhere _around_ that to move the
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player character in that direction. In the level editor, swipe
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with two fingers to pan and scroll the viewport.
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* **Proper platforming physics:** the player character "jumps" by
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setting a velocity and letting gravity take care of the rest,
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rather than the old timer-based flat jump speed approach. Most
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levels play about the same but the jump reach _is_ slightly
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different than before!
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* **Giant Screenshot:** in the Level Editor you can take a "Giant
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Screenshot" of your _entire_ level as it appears in the editor
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as a large PNG image in your game's screenshots folder. This is
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found in the "Level" menu in the editor.
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* **Picture-in-Picture Viewport:** in the Level Editor you can open
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another viewport window into your level. This window can be resized,
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moved around, and can look at a different part of your level from
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your main editor window. Mouse over the viewport and your arrow keys
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scroll it instead of the main window.
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* **"Playtest from here":** if you click and drag from the "Play (P)"
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button of the level editor, you can drop your player character
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anywhere you want on your level, and play from there instead of
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the Start Flag.
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* **Middle-click to pan the level:** holding the middle click button
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and dragging your mouse cursor will scroll the level in the editor
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and on the title screen. This can be faster than the arrow keys to
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scroll quickly!
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* **Zoom in/out** support has come out of "experimental" status. It's
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still a _little_ finicky but workable!
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* **Bounded level limits** are now configurable in the Level Properties
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window, to set the scroll constraints for Bounded level types.
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Some new "technical" doodads are added to the game. These doodads are
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generally invisible during gameplay and have various effects which can
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be useful to set up your level the right way:
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* **Goal Region:** a 128x128 region that acts as an Exit Flag and will
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win the level if touched by the player.
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* **Checkpoint Region:** a 128x128 invisible checkpoint flag that sets
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the player's spawn point.
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* **Fire Region:** a 128x128 region that triggers the level fail
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condition, behaving like fire pixels.
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* **Power Source:** a 64x64 invisible source of power. Link it to doodads
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like the Electric Door and it will emit a power(true) signal on level
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start, causing the door to "begin" in an opened state.
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* **Stall Player (250ms):** when the player touches this doodad, control
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freezes for 250ms, one time. If this doodad receives power from a linked
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button or switch, it will reset the trap, and stall the player once more
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should they contact it again.
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The Doodad Dropper window has a dedicated category for these
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technical doodads.
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New methods available to the Doodad JavaScript API:
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* `Self.Hide()` and `Self.Show()` to turn invisible and back.
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* `Self.GetVelocity()` that returns a Vector of the actor's current speed.
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* New broadcast message type: `broadcast:ready` (no arguments). Subscribe
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to this to know the gameplay is ready and you can safely publish messages
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to your linked doodads or whatever, which could've ended up in deadlocks
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if done too early!
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* New constants are exposed for Go time.Duration values: `time.Hour`,
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`time.Minute`, `time.Second`, `time.Millisecond` and `time.Microsecond`
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can be multiplied with a number to get a duration.
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Some slight UI polish:
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* The **Doodad Dropper** window of the level editor now shows a slotted
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background where there are any empty doodad slots on the current page.
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* Your **scroll position** is remembered when you playtest the level; so
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coming back to the editor, your viewport into the level as where you
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left it!
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* New **keybinds** are added to the Level & Doodad Editor:
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* `Backspace` to close the current popup UI modal
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* `Shift+Backspace` to close _all_ popup UI modals
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* `v` to open a new Viewport window
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* Some **flashed messages** are orange instead of blue to denote an 'error'
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status. The colors of the fonts are softened a bit.
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* New **cheat code**: `show all actors` to make all invisible actors shown
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during Play Mode. You would be able to see all the technical doodads
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this way!
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* New command for the doodad CLI tool: `doodad edit-level --remove-actor`
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to remove actors by name or UUID from a level file.
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## v0.8.1 (September 12, 2021)
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New features:
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* **Enable Experimental Features UI:** in the game's Settings window
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there is a tab to enable experimental features. It is equivalent to
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running the game with the `--experimental` option but the setting
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in-game is persistent across runs of the game.
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* **Zoom In/Out:** the Zoom feature _mostly_ works but has a couple
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small bugs. The `+` and `-` keys on your number bar (-=) will zoom in
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or out in the Editor. Press `1` to reset zoom to 100% and press `0`
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to scroll the level back to origin. These controls are also
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available in the "View" menu of the editor.
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* **Replace Palette:** with experimental features on it is possible to
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select a different palette for your already-created level. This will
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replace colors on your palette until the template palette has been
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filled in, and pixels already drawn on your level will update too.
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Other changes:
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* The title screen buttons are more colorful.
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* This release begins to target 32-bit Windows and Linux among its builds.
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## v0.8.0 (September 4, 2021)
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This release brings some new features, new doodads, and new levels.
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New features:
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* **Checkpoints** for gameplay will ease the pain of dying to fire
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pixels or Anvils by teleporting you back to the checkpoint instead
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of resetting the whole level.
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* The **Doodad Properties** window while editing a doodad grants access
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to many features which were previously only available via the
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`doodad` tool, such as:
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* Edit metadata like the Title and Author of your doodad
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* Set the default hitbox of your doodad.
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* Attach, open, and delete the JavaScript for your doodad
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* Manage tags (key/value store) on your doodads: how you can
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communicate settings to the JavaScript which can receive the
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tags via `Self.GetTag("name")`
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* Some **Generic Doodad Scripts** are built in. Using only the in-game
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tools, it is possible to create custom doodads which have some basic
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in-game logic and you don't need to write any code. The generic
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scripts include:
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* Generic Solid: the hitbox is solid
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* Generic Fire: its hitbox harms the player
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* Generic Anvil: harmless, deadly when falling
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* Generic Collectible Item: it goes in your inventory
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* **All Characters are Playable!** Use the Link Tool to connect your
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Start Flag with another doodad on your level, and you will play
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**as** that doodad when the level starts. The Creature doodads are
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all intended to be fully functional; playing as buttons and doors
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leads to strange results.
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New doodads have been added:
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* The **Anvil** is a heavy metal object which is affected by gravity.
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It is harmless to collision, but if the anvil is in freefall, it
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will destroy every mobile doodad that it touches, and is deadly
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to the player character.
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* The **Electric Trapdoor** is a trapdoor that opens and closes when
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powered by a button or switch. It is a horizontal version of the
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Electric Door.
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* The **Thief** is a new character which will steal items from the
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player or other mobile doodads. The Thief is able to pick up items
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and unlock doors and he walks back and forth like the Azulians.
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* The **Blue Azulian** is now selectable from the Doodads menu. It
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behaves like the Red Azulian but moves at half the speed. The
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Azulians can pick up items and open doors.
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* The **Checkpoint Flag** will remember the player's spot in the level.
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Dying to fire pixels or Anvils no longer forces a restart of the
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level - you can resume from your last checkpoint, or the Start Flag
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by default.
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New levels have been added:
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* **Castle.level:** introduces the new Thief character. Castle-themed
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level showing off various new doodads.
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* **Thief 1.level:** a level where you play as the Thief! You need to
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steal Small Keys from dozens of Azulians and even steal items back
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from another Thief who has already stolen some of the keys.
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Some doodads have changed behavior:
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* The **Bird** can no longer pick up items, unless controlled by
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the player character.
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* The **Anvil** and **Box** will reset to their original locations
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if they receive a power signal from a linked button or switch.
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The user interface has been improved:
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* **Tabbed windows!** The Doodad Dropper window of the level editor
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and the Settings window use new, tabbed interfaces.
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* **Doodad Categories:** the Doodad Dropper's tabs are divided into
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a few major categories.
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1. Objects: Anvil, Box, Crumbly Floor, and Flags
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2. Doors: Doors, Trapdoors, and Keys
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3. Gizmos: Buttons, Switches, Electric Doors, etc.
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4. Creatures: Bird, Azulians, Thief
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5. All: a classic view paging over all doodads (and doodads
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not fitting any of the above categories).
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New functions are available in the JavaScript API for custom doodads:
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* FailLevel(message string): global function that kills the player
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with a custom death message.
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* SetCheckpoint(Point): set the player respawn location
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* Self.MoveTo(Point(x, y int))
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* Self.IsPlayer() bool
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* Self.SetInventory(bool): turn on or off inventory. Keys and other
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items will now only give themselves to mobile doodads which have
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inventory.
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* Self.HasInventory() bool
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* Self.AddItem(filename string, quantity int) - zero quantity for
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permanent items like the colored keys.
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* Self.RemoveItem(filename string, quantity int)
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* Self.HasItem(filename string)
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* Self.Inventory() map[string]int
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* Self.Hitbox() - also see Self.Hitbox.IsEmpty()
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The Events.OnLeave() callback now receives a CollideEvent argument,
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like OnCollide, instead of the useless actor ID string. Notable
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properties on the CollideEvent will be the .Actor which is leaving
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and Settled=true.
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Other miscellaneous changes:
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* The **Link Tool** can now un-link two doodads by clicking on
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them again.
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* Actor UUIDs in your levels will now be Type 1 UUIDs (time-based)
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instead of random. This will ensure each newly added doodad gets
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a larger ID than the previous one, so in cases of draw order
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conflicts or that sort of thing, the winner can be picked
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deterministically (most recently added renders on top).
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* A **death barrier** will prevent Boy from falling forever on unbounded
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maps should he somehow fall off the level. The death barrier is a
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Y value 1,000 pixels below the lowest pixel on your map.
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* Mobile doodads no longer "moonwalk" when they change directions.
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* A new color is added to all default palettes: "hint" (pink) for
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writing hint notes.
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* A maximum scroll speed on the "follow the player character" logic
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makes for cooler animations when the character teleports around.
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* Levels and Doodads are now sorted on the Open menu.
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## v0.7.2 (July 19 2021)
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This release brings some new features and some new content.
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New features:
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* **Loading screens** have been added. In previous versions, 'chunks'
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of a level were rendered on-demand as they first scrolled onto the
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screen, but busy new chunks would cause gameplay to stutter. The
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loading screen is able to _pre-render_ the entire level up front
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to ensure gameplay is smooth(er).
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* **Compression for Levels and Doodads:** levels and doodads are now compressed
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with Gzip for an average 88% smaller file size on disk. The example level,
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"Tutorial 2.level" shrank from 2.2 MB to 414 KB with compression. The game
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can still read old (uncompressed) files, but will compress them on save.
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Some new content:
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* **New Levels:** two desert-themed levels were added. One has you
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platforming and climbing the outside of a pyramid; the next is
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inside the pyramid and has puzzles involving movable boxes.
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* **New Doodad:** Box is a pushable crate that is affected by
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gravity. It is taller than Boy and can be used to gain some extra
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height and reach higher platforms.
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* **New Palette:** To the "Colored Pencil" palette was added a new
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default color: Sandstone (solid).
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* **New Pattern:** Perlin Noise was added as one of the available
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brush patterns. Sandstone uses this pattern by default.
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Some miscellaneous changes:
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* **Slowly scroll in editor:** holding down the Shift key while scrolling the
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level editor will scroll your drawing _very_ slowly.
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* **'Doodads' Hotkey:** in the Level Editor, the `Q` key will open
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the Doodads window instead of the `D` key, as the `D` key is now
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part of WASD for scrolling the drawing.
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## v0.7.1 (July 11 2021)
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Fixes a bug on the Windows version:
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* Built-in wallpapers other than the default Notebook were failing to
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load in the Windows release of v0.7.0
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## v0.7.0 (June 20 2021)
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This is the first release of the game where the "free version" drifts meaningfully
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away from the "full version". Free versions of the game will show the label
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"(shareware)" next to the game version numbers and will not support embedding
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doodads inside of level files -- for creating them or playing them.
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Check the website for how you can register the full version of the game.
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This release brings several improvements to the game:
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* **Brush Patterns** for your level palette. Instead of your colors drawing on as
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plain, solid pixels, a color swatch can _sample_ with a Pattern to create a
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textured appearance when plotted on your level. Several patterns are built in
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including Noise, Marker, Ink, and others. The idea is that your brush strokes can
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look as though they were drawn in pencil graphite or similar.
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* **Title Screen:** the demo level shown on the title screen will leisurely scroll
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around the page. The arrow keys may still manually scroll the level any direction.
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* **Attach Doodads to Level Files:** this is the first release that supports _truly_
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portable custom levels! By attaching your custom doodads _with_ your custom level
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file, it will "just play" on someone else's computer, and they don't need to copy
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all your custom doodads for it to work! But, free versions of the game will not
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get to enjoy this feature.
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* **Settings UI**: a "Settings" button on the home screen (or the Edit->Settings
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menu in the editor) will open a settings window. Check it out!
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* **Horizontal Toolbars option:** if enabled in the Settings window, the toolbar
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and palette in the Editor will be horizontal instead of vertical, along the top
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and bottom of the screen. This may be better optimized for smartphone-sized
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screens like the Pinephone. If the program is started with `-w mobile` the first
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time, it will use horizontal toolbars by default.
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Some small bits of polish in the game's user interface:
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* Some buttons are more colorful! The "Ok" button in alert boxes is blue and pressing
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Enter will select the blue button.
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* When opening a drawing to play or edit, a blue **Browse...** button is
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added so you can more easily find downloaded custom levels and play them.
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* In the Level Editor, the "Level -> **Attached Files**" menu will let you see
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and manage files attached to your level, such as its custom wallpaper image or
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any custom doodads that were published with the level.
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* The keyboard shortcut to open the developer console is now the tilde/grave key
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(`) instead of Enter.
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Bugs fixed:
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* The WASD keys to move the player character (as an alternative to the arrow keys)
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now works more reliably. Previously, they were affected by key-repeat so Boy would
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do a quick hop followed by a longer one when pressing W to jump. Also, his
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animation would not update correctly when moving via the WASD keys. Both bugs
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are fixed in this release.
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* Shortcut keys advertised in the menu, such as Ctrl-N and Ctrl-S, now actually work.
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## v0.6.0-alpha (June 6 2021)
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This release brings less jank and some new features.
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The new features:
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* **Choice of Default Palette for New Levels:** when creating a new level, a
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"Palette:" option appears which allows you to set the default colors to start
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your level with. The options include:
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* Default: the classic default 4 colors (black, grey, red, blue).
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* Colored Pencil: a set with more earthy tones for outdoorsy levels
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(grass, dirt, stone, fire, water)
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* Blueprint: the classic Blueprint wallpaper theme, a bright version of Default
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for dark level backgrounds.
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* **Custom Wallpapers:** unhappy with the default, paper-themed level background
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images? You can now use your own! They attach to your level data for easy
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transport when sharing your level with others.
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* **More Wallpapers:** a couple of new default wallpapers are added: Graph paper
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and Dotted paper. They are both on light white paper and offer a light
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alternative to Blueprint.
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Some bugs fixed:
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* **Collision fixes:** you should be able to walk up gentle slopes to the left
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without jumping, as easily as you could to the right.
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* **Debugging:** the F4 key to show collision hitboxes around all doodads in
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Play Mode now functions again, and draws boxes around _all_ doodads, not just the
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player character.
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* **Hitboxes are tighter:** a doodad's declared hitbox size (from their JavaScript)
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is used when a doodad collides against level geometry or other doodads. Meaning:
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Boy, who has a narrow body but a square sprite size, now collides closer with
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objects on his right side.
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* **Physics are tweaked:** Boy now moves and accelerates slightly faster.
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## v0.5.0-alpha (Mar 31 2021)
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Project: Doodle is renamed to Sketchy Maze in this release.
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New Features:
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* **New Tutorial Levels:** the bundled levels demonstrate the built-in doodads
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and how they interact and shows off several game features.
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* **Level Editor:** you can now set the Title and Author of the level you're
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editing by using the Level->Page Settings window.
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* The **Inventory HUD** in Play Mode now shows a small number indicator for items
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which have quantity, such as the Small Key. Colored Keys do not have quantity
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and don't show a number: those are permanent collectibles.
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* **Fire Pixels:** when the player character dies by touching a "Fire" pixel
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during gameplay, the death message uses the **name** of the color instead
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of calling it "fire." For example, if you name a color "spikes" and give
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it the Fire attribute, it will say "Watch out for spikes!" if the player
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dies by touching it.
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* New cheat code: `give all keys` gives all four colored keys and 99x Small Keys
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to the player character. The `drop all items` cheat clears your inventory.
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New Doodads:
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* **Warp Doors** allow the player character to fast travel to another location
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on the map. Drag two Warp Doors into your level and use the Link Tool to
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connect them together. Doors without an exit link will be "locked" and don't
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open.
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* **Small Key Doors** are locked doors which consume the Small Keys when unlocked,
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unlike the colored doors where the key is multi-use. The player character can
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hold many small keys at once and only unlock as many doors as he has keys.
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Updated Doodads:
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* **Several doodads** were increased in size to better match the player character:
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Colored Locked Doors, Trapdoors, the Crumbly Floor and Electric Door, and the
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blue and orange Boolean State Blocks.
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* **Colored Doors** now have a visual locked vs. unlocked state: while locked, a
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golden padlock hangs from the door, which goes away after it's been unlocked.
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* **Switches** now interact differently with Electric Doors: the door will _always_
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toggle its current state regardless of the 'power' setting of the Switch.
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* **Buttons** which are linked to a **Sticky Button** will press and stay down
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if the linked Sticky Button is pressed. Or in other words, the Sticky Button
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makes all linked Buttons act sticky too and stay pressed while the Sticky
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Button is pressed. If the Sticky Button is released later (e.g. by receiving
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power from a Switch) it releases its linked Buttons as well.
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## v0.4.0-alpha (Nov 21 2020)
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This update brings improvements to the editor; you can now fully draw all the
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graphics for a custom doodad using the in-app tools!
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A key difference between a Level and a Doodad is that doodads have **Layers**
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where they keep multiple frames of animation or state. The editor tool now
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supports working with these extra layers.
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Other new features:
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* The **Guidebook** has been updated with tons of good info and screenshots of
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the game's features. Press `F1` in-game to open the guidebook, or check it
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online at https://www.sketchymaze.com/guidebook/
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* **Layer Selection Window for Doodads:** when you're editing a Doodad drawing,
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a "Lyr." button is added to the toolbar to access the Layers window.
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* **Global UI popup modals:** when you're about to close a level with unsaved
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changes, you get an Ok/Cancel prompt confirming if you want to do that.
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Hitting the Escape key will ask you before just exiting the program. Alert
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boxes are supported too, and an `alert` command added to the developer console.
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## v0.3.0-alpha (Sept 19 2020)
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This update introduces the player character to the game. He doesn't have a name;
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the game just refers to him as Boy.
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His sprite size is bigger (33x54) than the 32x32 size of the placeholder player
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character from before. So, the three example levels shipped with previous versions
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of Project: Doodle no longer work. This release comes with two replacement levels
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which are better decorated, anyway.
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|
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Other new features:
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|
|
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* **Palette Editor:** you can add and modify the colors on your level
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|
palette! Pick any colors you want, give a name to each swatch, and mark
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|
whether they behave as Solid, Water or Fire. Without any of these
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|
properties, colors are decorational-only by default.
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|
* **Doodad Window:** when selecting the Actor or Link Tools in the editor,
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|
the Doodads window pops up. Doodads can be dragged from this window onto your
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level, instead of the Palette toolbar turning into a Doodad palette.
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|
* The Palette toolbar on the Editor is now thinner and only shows colors.
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|
Mouse-over tooltips show the name and properties of each swatch.
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|
* Added a --window option to the Doodle program to set the default window size.
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|
Options can be a resolution (e.g. 1024x768) or a special keyword
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|
"desktop", "mobile", "landscape" or "maximized"
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|
- Default size is desktop: 1024x768
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|
- Mobile and landscape mimic a smartphone at 375x812 resolution.
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|
|
|
## v0.2.0-alpha (June 7 2020)
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|
|
|
This release brings Sound Effects and Menus to the game.
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|
|
|
New features:
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|
|
|
* Added some User Documentation to ship with the game which teaches you how to
|
|
create your own custom Doodads and program them with JavaScript. More
|
|
documentation to come with time.
|
|
* Sound effects! Several doodads have a first pass at sound effects using some
|
|
free sounds I found online. More doodads still need sounds and the existing
|
|
sounds are by no means final. Buttons, switches, doors and keys have sound
|
|
effects so far.
|
|
* The game now has a Menu Bar with pull-down menus in the Editor Mode instead
|
|
of just a top panel with New/Save/Open buttons.
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|
|
|
## v0.1.0-alpha (Apr 13 2020)
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|
|
|
New doodads:
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|
|
|
* Start Flag: drag this into your level to set where the player character will
|
|
spawn. There should only be one per level.
|
|
* Crumbly Floor: a rocky floor that breaks and falls away after a couple
|
|
seconds when the player (or other mobile doodad) walks onto it.
|
|
* State Blocks: blue and orange blocks that toggle between solid and passable
|
|
when the corresponding ON/OFF button is touched.
|
|
|
|
New features:
|
|
|
|
* An inventory overlay now appears in Play Mode when the player character picks
|
|
up one of the colored keys.
|
|
* While editing a level, you can click the new "Options" button in the top menu
|
|
to open the level settings window (like the one you see when creating a new
|
|
level): to change the wallpaper image or the page type.
|
|
|
|
Other changes:
|
|
|
|
* Added better platforming physics to the player character: acceleration and
|
|
friction when walking.
|
|
* The colored Locked Door doodads have been re-designed to be shown in a
|
|
side-view perspective and have an open and closed state in either direction.
|
|
* Tooltips added to various buttons in the Editor to show names of doodads and
|
|
functions of various buttons.
|
|
|
|
## v0.0.10-alpha (July 18 2019)
|
|
|
|
New features:
|
|
|
|
* Added the **Eraser Tool** and support for **brush sizes**. Now you can clean
|
|
up your mistakes and draw shapes with thicker lines!
|
|
* Added the **Ellipse Tool** for drawing elliptical shapes.
|
|
* Added a third example to the game's built-in levels.
|
|
|
|
Bug fixes:
|
|
|
|
* The Undo command now restores the original color of a pixel instead of just
|
|
deleting it. Only works for thin lines so far.
|
|
* Improved collision detection algorithm to prevent players from clipping
|
|
through a solid doodad, regardless of speed. This change is invisible this
|
|
build, but opens the door to improvements in the 2D platforming physics and
|
|
making the player character move and fall faster.
|
|
* Fix mobile non-player doodads from sometimes being able to clip through a
|
|
solid doodad. For example, a Red Azulian could sometimes walk through a locked
|
|
door without interacting with it.
|
|
* Sometimes hitting Undo would leave a broken "chunk" in your level, if the
|
|
Undo operation deleted all pixels in that chunk. The broken chunk would show
|
|
as a solid black square (non-solid) in the level. This has been fixed: empty
|
|
chunks are now culled when the last pixel is deleted and existing level files
|
|
will be repaired on next save.
|
|
|
|
## v0.0.9-alpha (July 9 2019)
|
|
|
|
First alpha release.
|