Update for v0.7.2
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# Changes
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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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@ -60,11 +104,11 @@ 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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* 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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@ -77,7 +121,7 @@ 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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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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119
docs/doodads.md
119
docs/doodads.md
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@ -12,15 +12,22 @@ for more information.
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**See also:** [Linked Doodads](linked-doodads.md) for how doodads interact when
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linked together in your levels.
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* [Flags](#flags)
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* [Start Flag](#start-flag)
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* [Exit Flag](#exit-flag)
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* [Objects](#objects)
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* [Start Flag](#start-flag) - Spawn point of a level
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* [Exit Flag](#exit-flag) - Goal of a level
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* [Box](#bog)
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* [Creatures](#creatures)
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* [Boy](#boy) - The player character
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* [Red Bird](#red-bird)
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* [Red Azulian (test mob)](#red-azulian-test-mob)
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* [Doors & Trapdoors](#doors-trapdoors)
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* [Colored Locked Doors & Keys](#colored-locked-doors-keys)
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* [Small Key Doors](#small-key-doors)
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* [Warp Doors](#warp-doors)
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* [Trapdoors](#trapdoors)
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* [Crumbly Floor](#crumbly-floor)
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* [Objects](#objects)
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* [Box](#box)
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* [Gizmos](#gizmos)
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* [Buttons](#buttons)
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* [Sticky Button](#sticky-button)
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@ -30,13 +37,10 @@ linked together in your levels.
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* [State Button](#state-button)
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* [State Blocks](#state-blocks)
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* [Blue & Orange Warp Doors](#blue-orange-warp-doors)
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* [Creatures](#creatures)
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* [Red Bird](#red-bird)
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* [Red Azulian (test mob)](#red-azulian-test-mob)
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---
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## Flags
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## Objects
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### Start Flag
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The **Exit Flag** sets a goal point for the level. The player must touch this
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flag to win the level.
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### Box
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![Box](images/doodads/box.gif)
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The **Box** is a pushable object. If the player or another mobile doodad touches
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the box from the side, the box will move at a fixed speed. It can be pushed up
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and down slopes and it is affected by gravity.
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The box is taller than [Boy](#boy) and so can make a useful platform to jump on top of
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to reach a higher ledge.
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Boxes can be pushed by enemies too, but it gets dicey with multiple enemies
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pushing simultaneously. Boxes can be stacked on top of each other, but sometimes
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Boy will get "stuck" standing on top of the pile. If this happens, use the
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[cheat code](hacking.md#cheat-codes) `ghost mode` to get yourself unstuck.
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---
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# Creatures
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### Boy
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![Boy](images/doodads/boy.gif)
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**Boy** is the player character.
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If he touches a "fire" pixel, he dies! You get a message like "Watch out for fire!"
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and it doesn't even have to say "fire" - it'll use the color's name.
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If he touches water he'll turn blue. Swimming physics aren't hooked up yet!
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### Red Bird
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![Bird](images/doodads/bird.gif)
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The **Bird** is a simple creature which flies left and right across your level,
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changing direction when it encounters an obstacle.
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The bird has solid collision on its top side, so the player can ride on it
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across the level. It's very slippery, though!
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In the future, the bird will dive-bomb the player character in a diagonal
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trajectory when it sees a shot it can take. This will harm the player if the
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bird hits. If the bird hits the player, or misses and touches the ground, it
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will fly back up to its original altitude and continue its A.I. program of
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flying back and forth and searching for the player. It will also be easier to
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ride more reliably.
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Currently, however, the bird is harmless and does not dive bomb the player.
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### Red Azulian (Test Mob)
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![Red Azulian](images/doodads/red-azulian.gif)
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The red Azulian is a test mobile character. Not really an enemy, as he doesn't
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care about the player.
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The Azulian's A.I. just has it run left and right until it meets resistance.
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It can pick up keys, activate buttons and switches that it passes by, and can
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unlock doors.
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This mob will probably go away in future releases of the game and will remain
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in the code as a hidden easter egg.
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---
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## Doors & Trapdoors
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The **Blue Warp Door** is active at the same time as the **Blue State Blocks**,
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and vice versa for the **Orange Warp Door.**
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---
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# Creatures
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### Red Bird
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![Bird](images/doodads/bird.gif)
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The **Bird** is a simple creature which flies left and right across your level,
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changing direction when it encounters an obstacle.
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The bird has solid collision on its top side, so the player can ride on it
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across the level. It's very slippery, though!
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In the future, the bird will dive-bomb the player character in a diagonal
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trajectory when it sees a shot it can take. This will harm the player if the
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bird hits. If the bird hits the player, or misses and touches the ground, it
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will fly back up to its original altitude and continue its A.I. program of
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flying back and forth and searching for the player. It will also be easier to
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ride more reliably.
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Currently, however, the bird is harmless and does not dive bomb the player.
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### Red Azulian (Test Mob)
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![Red Azulian](images/doodads/red-azulian.gif)
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The red Azulian is a test mobile character. Not really an enemy, as he doesn't
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care about the player.
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The Azulian's A.I. just has it run left and right until it meets resistance.
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It can pick up keys, activate buttons and switches that it passes by, and can
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unlock doors.
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This mob will probably go away in future releases of the game and will remain
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in the code as a hidden easter egg.
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@ -138,7 +138,8 @@ The following commands are supported:
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## Cheat Codes
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Typing these messages in the console will toggle various mundane cheat
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codes within the game:
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codes within the game. Press the tilde/grave key (<code>`</code>) to
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open the developer console and type:
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* `unleash the beast`
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BIN
docs/images/doodads/box.gif
Normal file
BIN
docs/images/doodads/box.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 10 KiB |
BIN
docs/images/doodads/boy.gif
Normal file
BIN
docs/images/doodads/boy.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 11 KiB |
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@ -7,7 +7,7 @@ maps on paper. You can draw a level for a 2D platformer game, drag-and-drop
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"doodads" such as buttons and doors into your level, play it and share your
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levels with others.
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**Last Updated:** June 20, 2021 for Sketchy Maze v0.7.0.
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**Last Updated:** July 19, 2021 for Sketchy Maze v0.7.2.
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## Table of Contents
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