Update for v0.7.2

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# Changes
## v0.7.2 (July 19 2021)
This release brings some new features and some new content.
New features:
* **Loading screens** have been added. In previous versions, 'chunks'
of a level were rendered on-demand as they first scrolled onto the
screen, but busy new chunks would cause gameplay to stutter. The
loading screen is able to _pre-render_ the entire level up front
to ensure gameplay is smooth(er).
* **Compression for Levels and Doodads:** levels and doodads are now compressed
with Gzip for an average 88% smaller file size on disk. The example level,
"Tutorial 2.level" shrank from 2.2 MB to 414 KB with compression. The game
can still read old (uncompressed) files, but will compress them on save.
Some new content:
* **New Levels:** two desert-themed levels were added. One has you
platforming and climbing the outside of a pyramid; the next is
inside the pyramid and has puzzles involving movable boxes.
* **New Doodad:** Box is a pushable crate that is affected by
gravity. It is taller than Boy and can be used to gain some extra
height and reach higher platforms.
* **New Palette:** To the "Colored Pencil" palette was added a new
default color: Sandstone (solid).
* **New Pattern:** Perlin Noise was added as one of the available
brush patterns. Sandstone uses this pattern by default.
Some miscellaneous changes:
* **Slowly scroll in editor:** holding down the Shift key while scrolling the
level editor will scroll your drawing _very_ slowly.
* **'Doodads' Hotkey:** in the Level Editor, the `Q` key will open
the Doodads window instead of the `D` key, as the `D` key is now
part of WASD for scrolling the drawing.
## v0.7.1 (July 11 2021)
Fixes a bug on the Windows version:
* Built-in wallpapers other than the default Notebook were failing to
load in the Windows release of v0.7.0
## v0.7.0 (June 20 2021)
This is the first release of the game where the "free version" drifts meaningfully
@ -60,11 +104,11 @@ The new features:
* **Choice of Default Palette for New Levels:** when creating a new level, a
"Palette:" option appears which allows you to set the default colors to start
your level with. The options include:
* Default: the classic default 4 colors (black, grey, red, blue).
* Colored Pencil: a set with more earthy tones for outdoorsy levels
(grass, dirt, stone, fire, water)
* Blueprint: the classic Blueprint wallpaper theme, a bright version of Default
for dark level backgrounds.
* Default: the classic default 4 colors (black, grey, red, blue).
* Colored Pencil: a set with more earthy tones for outdoorsy levels
(grass, dirt, stone, fire, water)
* Blueprint: the classic Blueprint wallpaper theme, a bright version of Default
for dark level backgrounds.
* **Custom Wallpapers:** unhappy with the default, paper-themed level background
images? You can now use your own! They attach to your level data for easy
transport when sharing your level with others.
@ -77,7 +121,7 @@ Some bugs fixed:
* **Collision fixes:** you should be able to walk up gentle slopes to the left
without jumping, as easily as you could to the right.
* **Debugging:** the F4 key to show collision hitboxes around all doodads in
Play Mode now functions again, and draws boxes around _all_ doodads, not just the
Play Mode now functions again, and draws boxes around _all_ doodads, not just the
player character.
* **Hitboxes are tighter:** a doodad's declared hitbox size (from their JavaScript)
is used when a doodad collides against level geometry or other doodads. Meaning:

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@ -12,15 +12,22 @@ for more information.
**See also:** [Linked Doodads](linked-doodads.md) for how doodads interact when
linked together in your levels.
* [Flags](#flags)
* [Start Flag](#start-flag)
* [Exit Flag](#exit-flag)
* [Objects](#objects)
* [Start Flag](#start-flag) - Spawn point of a level
* [Exit Flag](#exit-flag) - Goal of a level
* [Box](#bog)
* [Creatures](#creatures)
* [Boy](#boy) - The player character
* [Red Bird](#red-bird)
* [Red Azulian (test mob)](#red-azulian-test-mob)
* [Doors & Trapdoors](#doors-trapdoors)
* [Colored Locked Doors & Keys](#colored-locked-doors-keys)
* [Small Key Doors](#small-key-doors)
* [Warp Doors](#warp-doors)
* [Trapdoors](#trapdoors)
* [Crumbly Floor](#crumbly-floor)
* [Objects](#objects)
* [Box](#box)
* [Gizmos](#gizmos)
* [Buttons](#buttons)
* [Sticky Button](#sticky-button)
@ -30,13 +37,10 @@ linked together in your levels.
* [State Button](#state-button)
* [State Blocks](#state-blocks)
* [Blue & Orange Warp Doors](#blue-orange-warp-doors)
* [Creatures](#creatures)
* [Red Bird](#red-bird)
* [Red Azulian (test mob)](#red-azulian-test-mob)
---
## Flags
## Objects
### Start Flag
@ -59,6 +63,70 @@ Flag.
The **Exit Flag** sets a goal point for the level. The player must touch this
flag to win the level.
### Box
![Box](images/doodads/box.gif)
The **Box** is a pushable object. If the player or another mobile doodad touches
the box from the side, the box will move at a fixed speed. It can be pushed up
and down slopes and it is affected by gravity.
The box is taller than [Boy](#boy) and so can make a useful platform to jump on top of
to reach a higher ledge.
Boxes can be pushed by enemies too, but it gets dicey with multiple enemies
pushing simultaneously. Boxes can be stacked on top of each other, but sometimes
Boy will get "stuck" standing on top of the pile. If this happens, use the
[cheat code](hacking.md#cheat-codes) `ghost mode` to get yourself unstuck.
---
# Creatures
### Boy
![Boy](images/doodads/boy.gif)
**Boy** is the player character.
If he touches a "fire" pixel, he dies! You get a message like "Watch out for fire!"
and it doesn't even have to say "fire" - it'll use the color's name.
If he touches water he'll turn blue. Swimming physics aren't hooked up yet!
### Red Bird
![Bird](images/doodads/bird.gif)
The **Bird** is a simple creature which flies left and right across your level,
changing direction when it encounters an obstacle.
The bird has solid collision on its top side, so the player can ride on it
across the level. It's very slippery, though!
In the future, the bird will dive-bomb the player character in a diagonal
trajectory when it sees a shot it can take. This will harm the player if the
bird hits. If the bird hits the player, or misses and touches the ground, it
will fly back up to its original altitude and continue its A.I. program of
flying back and forth and searching for the player. It will also be easier to
ride more reliably.
Currently, however, the bird is harmless and does not dive bomb the player.
### Red Azulian (Test Mob)
![Red Azulian](images/doodads/red-azulian.gif)
The red Azulian is a test mobile character. Not really an enemy, as he doesn't
care about the player.
The Azulian's A.I. just has it run left and right until it meets resistance.
It can pick up keys, activate buttons and switches that it passes by, and can
unlock doors.
This mob will probably go away in future releases of the game and will remain
in the code as a hidden easter egg.
---
## Doors & Trapdoors
@ -261,40 +329,3 @@ a de-activated door.
The **Blue Warp Door** is active at the same time as the **Blue State Blocks**,
and vice versa for the **Orange Warp Door.**
---
# Creatures
### Red Bird
![Bird](images/doodads/bird.gif)
The **Bird** is a simple creature which flies left and right across your level,
changing direction when it encounters an obstacle.
The bird has solid collision on its top side, so the player can ride on it
across the level. It's very slippery, though!
In the future, the bird will dive-bomb the player character in a diagonal
trajectory when it sees a shot it can take. This will harm the player if the
bird hits. If the bird hits the player, or misses and touches the ground, it
will fly back up to its original altitude and continue its A.I. program of
flying back and forth and searching for the player. It will also be easier to
ride more reliably.
Currently, however, the bird is harmless and does not dive bomb the player.
### Red Azulian (Test Mob)
![Red Azulian](images/doodads/red-azulian.gif)
The red Azulian is a test mobile character. Not really an enemy, as he doesn't
care about the player.
The Azulian's A.I. just has it run left and right until it meets resistance.
It can pick up keys, activate buttons and switches that it passes by, and can
unlock doors.
This mob will probably go away in future releases of the game and will remain
in the code as a hidden easter egg.

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@ -138,7 +138,8 @@ The following commands are supported:
## Cheat Codes
Typing these messages in the console will toggle various mundane cheat
codes within the game:
codes within the game. Press the tilde/grave key (<code>`</code>) to
open the developer console and type:
* `unleash the beast`

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@ -7,7 +7,7 @@ maps on paper. You can draw a level for a 2D platformer game, drag-and-drop
"doodads" such as buttons and doors into your level, play it and share your
levels with others.
**Last Updated:** June 20, 2021 for Sketchy Maze v0.7.0.
**Last Updated:** July 19, 2021 for Sketchy Maze v0.7.2.
## Table of Contents