131 lines
7.1 KiB
Markdown
131 lines
7.1 KiB
Markdown
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---
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title: "v0.13.1 Released"
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date: 2022-10-10T13:03:02-07:00
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draft: false
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---
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This release brings a handful of minor new features to the game.
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First, there are a couple of new Pixel Attributes available in the level editor:
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* Semi-Solid: pixels with this attribute only behave as "solid" when walked on
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from above. The player can jump through the bottom of a Semi-Solid and land
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on top, and gradual slopes can be walked up and down as well, but a steep
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slope or a wall can be simply passed through as though it were just decoration.
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* Slippery: the player's acceleration and friction are reduced when walking on
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a slippery floor. In the future, players and other mobile doodads may slide
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down slippery slopes automatically as well (not yet implemented).
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* These attributes are available in the Level Editor by clicking the "Edit"
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button on your Palette (or the "Tools -> Edit Palette" menu). The Palette
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Editor now has small icon images for the various attributes to make room for
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the expanded arsenal of options.
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![](https://www.sketchymaze.com/guidebook/images/palette.png)
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Doodad/Actor Runtime Options have been added:
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* In the Doodad Editor's "Doodad Properties" window, see the new "Options" tab.
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* Doodad Options allow a map creator to customize certain properties about your
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doodad, on a per-instance basis (instances of doodads are called "actors" when
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placed in your level).
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* In the Level Editor when the Actor Tool is selected, mousing over a doodad on
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your level will show a new gear icon in the corner. Clicking the icon will open
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the Actor Properties window, where you may toggle some of the doodad options
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(if a doodad has any options available).
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* Options can be of type boolean, string, or integer and have a custom name and a
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default value at the doodad level. In the Level Editor, the map creator can
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set values for the available options which the doodad script can read using the
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`Self.GetOption()` method.
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* Several of the game's built-in doodads have options you can play with, which are
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documented below.
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New and updated doodads:
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* "Look At Me" is a new Technical doodad that will draw the camera's attention
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to it when it receives a power signal from a linked button. For example, if
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a button would open an Electric Door far across the level, you can also place
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a "Look At Me" near the door and link the button to both doodads. When the
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button is pressed, the camera will scroll to the "Look At Me" and the player
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can see that the door has opened.
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* Anvils will now attract the camera's attention while they are falling.
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Several of the game's built-in doodads have new Actor Runtime Options you can
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configure in your custom levels:
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* Warp Doors: "locked (exit only)" will make it so the player can not enter the
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warp door - they will get a message on-screen that it is locked, similar to
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how warp doors behave when they aren't linked to another door. If it is linked
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to another door, the player may still exit from the 'locked' door -
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essentially creating a one-way warp, without needing to rely on the
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orange/blue state doors. The "Invisible Warp Door" technical doodad also
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supports this option.
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* Electric Door & Electric Trapdoor: check the "opened" option and these doors
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will be opened by default when the level gameplay begins. A switch may still
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toggle the doors closed, or if the doors receive and then lose a power signal
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they will close as normal.
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* Colored Doors & Small Key Door: you may mark the doors as "unlocked" at the
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start of your level, and they won't require a key to open.
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* Colored Keys & Small Key: you may mark the keys as "has gravity" and they
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will be subject to the force of gravity and be considered a "mobile" doodad
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that may activate buttons or trapdoors that they fall onto.
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* Gemstones: these items already had gravity by default, and now they have a
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"has gravity" option you may disable if you'd prefer gemstones not to be
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subject to gravity (and make them behave the way keys used to).
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* Gemstome Totems: for cosmetic purposes you may toggle the "has gemstone"
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option and the totem will already have its stone inserted at level start.
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These gemstones will NOT emit a power signal or interact normally with
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linked totems - they should be configured this way only for the cosmetic
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appearance, e.g., to have one totem filled and some others empty; only the
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empty totems should be linked together and to a door that would open when
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they are all filled.
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* Fire Region: you may pick a custom "name" for this doodad (default is "fire")
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to make it better behave as normal fire pixels do: "Watch out for (name)!"
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Improvements in support of custom content:
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* Add a JavaScript "Exception Catcher" window in-game. If your doodad scripts
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encounter a scripting error, a red window will pop up showing the text of
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the exception with buttons to copy the full text to your clipboard (in case
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it doesn't all fit on-screen) and to suppress any further exceptions for
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the rest of your game session (in case a broken doodad is spamming you with
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error messages). Cheat codes can invoke the Exception Catcher for testing:
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`throw <message>` to show custom text, `throw2` to test a "long" message
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and `throw3` to throw a realistic message.
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* Calling `console.log()` and similar from doodad scripts will now prefix the
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log message with the doodad's filename and level ID.
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There are new JavaScript API methods available to doodad scripts:
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* `Self.CameraFollowMe()` will attract the game's camera viewport to center
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on your doodad, taking the camera's focus away from the player character.
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The camera will return to the player if they enter a directional input.
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* `Self.Options()` returns a string array of all of the options available on
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the current doodad.
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* `Self.GetOption(name)` returns the configured value for a given option.
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Some improvements to the `doodad` command-line tool:
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* `doodad show` will print the Options on a .doodad file and, when showing
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a .level file with the `--actors` option, will list any Options configured
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on a level's actors where they differ from the doodad's defaults.
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* `doodad edit-doodad` adds a `--option` parameter to define an option on a
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doodad programmatically. The syntax is like `--option name=type=default`
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for example `--option unlocked=bool=true` or `--option unlocked=bool`; the
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default value is optional if you want it to be the "zero value" (false,
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zero, or empty string).
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Minor fixes and improvements:
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* Add a "Wait" modal with a progress bar. Not used yet but may be useful
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for long operations like Giant Screenshot or level saving to block input
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to the game while it's busy doing something. Can be tested using the
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cheat code "test wait screen"
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* Detect the presence of a touchscreen device and automatically disable
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on-screen touch hints during gameplay if not on a touch screen.
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* Mobile Linux: mark the Sketchy Maze launcher as supporting the mobile
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form-factor for the Phosh desktop shell especially.
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* Fix the Crusher doodad sometimes not falling until it hits the ground
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and stopping early on slower computers.
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* Small tweaks to player physics - acceleration increased from 0.025 to
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0.04 pixels per tick.
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See the [Downloads](/download) page to try it out!
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