Latest website
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@ -21,16 +21,20 @@ theme = "notebook"
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name = "Download"
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url = "/download"
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weight = 4
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[[menu.main]]
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name = "Register"
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url = "/register"
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weight = 5
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[[menu.main]]
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name = "Posts"
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pre = "pen-tool"
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url = "/posts/"
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weight = 5
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weight = 6
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[[menu.main]]
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name = "Tags"
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pre = "tag"
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url = "/tags/"
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weight = 6
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weight = 7
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[markup]
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[markup.highlight]
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@ -22,9 +22,30 @@ make a custom doodad, and there (will be) some example doodads you can build
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This game is still in **alpha release mode** and it has a few major features
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still to add.
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# Inspiration
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I'm a 90's kid, and when I was growing up in the era of 2D platformer games like
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_Sonic the Hedgehog_ and _Super Mario Bros._, I became interested in level design
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and would draw my own 'mazes' on paper of a side scrolling platformer type game.
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I would borrow ideas from _all_ sorts of videogames I liked, and draw in some
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buttons which open a door clear across the level (and I'd draw a little dotted
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line connecting the two so I don't forget), draw some trapdoors and lava pits
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and slippery slopes and such, and then "play" through the level with my
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imagination. I'd show my mazes to others and walk them through how it all
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plays out.
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When you're just drawing with a pen and paper, the maze can be anything you want.
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You can draw a castle or a cave, place little gizmos and traps throughout the
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level and create puzzles. Do you want the red pixels to mean "fire" and burn the
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player? Or do you want to decorate the tops of "bloody" spikes with red? Either
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way, the 'fire' attribute on that color will do the job and you can draw whatever
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shape you want for your level hazards.
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![Palette editor](https://www.sketchymaze.com/guidebook/images/palette.png)
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# _Sketchy Maze_ is a "Forever Project"
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I have a list of features I _really_ want for the "1.0" launch of the game, but
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I have a [list of features](/features/) I _really_ want for the "1.0" launch of the game, but
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I'll plan on continuing development for as long as I find it interesting and will
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release free updates to everybody who buys the game just once.
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@ -38,25 +59,6 @@ Minecraft.
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This page describes the initial set of features planned for the 1.0 and some
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ideas I have kicking around further down the road if all goes well.
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# Inspiration
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I'm a 90's kid, and when I was growing up in the era of Sega Genesys and Super
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Nintendo games, I used to like to draw my own maps on paper of a 2D platformer
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style game. I'd borrow ideas from all sorts of videogames I liked, and draw
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some buttons that open a door across the level when pressed (and I'd draw a
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dotted line connecting the two so I don't forget), put in trapdoors and lava
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pits and slippery slopes and such, and then I'd "play" my level with my
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imagination.
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When you're just drawing with a pen and paper, the maze can be anything you want.
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You can draw a castle or a cave, place little gizmos and traps throughout the
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level (doors, keys, buttons and things) to create puzzles. Do you want the red
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pixels to mean "fire" and burn the player? Or do you want to decorate the tops
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of "bloody" spikes with red? Either way, the 'fire' attribute on that color will
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do the job and you can draw whatever shape you want for your level hazards.
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![Palette editor](/images/palette.png)
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# Mod Friendly
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While the game ships with a [handful of built-in doodads](/guidebook/doodads.html) to
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@ -3,7 +3,7 @@ title: "Download"
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draft: false
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toc: true
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---
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# Latest Release: v0.7.0 (June 20, 2021)
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# Latest Release: v0.7.1 (July 11, 2021)
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[Change History](/guidebook/changes.html)
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@ -16,7 +16,7 @@ start the game.
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**Note:** I do not yet have a code signing certificate for the Windows release,
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so you may need to click through the "Unknown Publisher" dialog.
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* **64-bit:** [sketchymaze-0.7.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-windows-64bit.zip) (23 MB)
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* **64-bit:** [sketchymaze-0.7.1-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-windows-64bit.zip) (23 MB)
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[Let me know](https://www.kirsle.net/contact) if there is demand for a
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32-bit Windows build of this game.
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@ -35,8 +35,8 @@ you're expected to know how to run apps from unverified developers. See
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[Apple's documentation](https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/11.0/mac/11.0)
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how to do this for your version of macOS.
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* **Intel 64-bit App:** [sketchymaze-0.7.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.dmg) (32 MB)
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* **Zip file for Intel Macs:** [sketchymaze-0.7.0-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.zip) (22 MB)
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* **Intel 64-bit App:** [sketchymaze-0.7.1-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-macOS-x64.dmg) (32 MB)
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* **Zip file for Intel Macs:** [sketchymaze-0.7.1-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-macOS-x64.zip) (22 MB)
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---
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@ -70,11 +70,11 @@ $ flatpak run com.sketchymaze.Doodle
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### Fedora (.rpm)
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* **64-bit:** [sketchy-maze-0.7.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze-0.7.0-1.x86_64.rpm) (21 MB)
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* **64-bit:** [sketchy-maze-0.7.1-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.1/sketchy-maze-0.7.1-1.x86_64.rpm) (21 MB)
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### Ubuntu & Debian (.deb)
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* **64-bit:** [sketchy-maze_0.7.0_amd64.deb](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze_0.7.0_amd64.deb) (21 MB)
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* **64-bit:** [sketchy-maze_0.7.1_amd64.deb](https://download.sketchymaze.com/release/v0.7.1/sketchy-maze_0.7.1_amd64.deb) (21 MB)
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### Tarball
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@ -83,7 +83,7 @@ anywhere and run. The binary is built on a modern Fedora system and _hopefully_
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should run as-is on other modern GNU/Linux systems, but sometimes shared library
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versions of SDL2 may not match your computer.
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* **64-bit:** [sketchymaze-0.7.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-64bit.tar.gz)
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* **64-bit:** [sketchymaze-0.7.1-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-linux-64bit.tar.gz)
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* **ARM aarch64:** [sketchymaze-0.7.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-aarch64.tar.gz)
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For the daring, Sketchy Maze _almost_ works on the Pinephone. Try the aarch64
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@ -93,6 +93,21 @@ version of the tarball, built on Mobian on Pinephone.
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# Previous Releases
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## v0.7.0 (June 20, 2021)
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* Windows:
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* 64-bit: [sketchymaze-0.7.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-windows-64bit.zip) (23 MB)
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* Mac OS (Intel):
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* Sketchy Maze.app: [sketchymaze-0.7.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.dmg) (32 MB)
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* Zip file: [sketchymaze-0.7.0-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.zip) (22 MB)
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* Linux (64-bit Intel and AMD PCs)
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* Flatpak (manual install): [sketchymaze-0.7.0.flatpak](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0.flatpak) (9.3 MB)
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* .rpm (Fedora-likes): [sketchy-maze-0.7.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze-0.7.0-1.x86_64.rpm) (21 MB)
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* .deb (Debian and Ubuntu): [sketchy-maze_0.7.0_amd64.deb](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze_0.7.0_amd64.deb) (21 MB)
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* Tarball: [sketchymaze-0.7.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-64bit.tar.gz)
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* Linux (64-bit ARM, like the Pinephone or raspberry pi):
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* Tarball: [sketchymaze-0.7.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-aarch64.tar.gz)
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## v0.6.0-alpha (June 6, 2021)
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* Windows:
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@ -108,7 +123,6 @@ version of the tarball, built on Mobian on Pinephone.
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* Linux (64-bit ARM, like the Pinephone or raspberry pi):
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* Tarball: [sketchymaze-0.6.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.6.0/sketchymaze-0.6.0-linux-aarch64.tar.gz)
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## v0.5.0-alpha (March 31, 2021)
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* Windows:
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@ -130,6 +130,21 @@ game once, get a proof file that you can keep forever and upgrade to the
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full version of the game. That way even if I get hit by a bus or you lose
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your Steam account, the game can still be played.
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## What about piracy?
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When I start to discover license keys which have leaked online to game piracy
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websites, _future_ releases of Sketchy Maze will begin to include license
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revocation lists and will cease honoring the compromised license key.
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The compromised license key would still work on all _older_ versions of the game,
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but would be barred from newer releases; and while the game is still being
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actively worked on and gaining new features, these leaked keys would become less
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interesting over time, as custom user content made for newer versions of the game
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would become incompatible with the older versions.
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When the game gets online services (sharing levels/doodads), the compromised
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license key would be forbidden from those services.
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## Will this game be available on Steam?
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I haven't decided yet. I think I could try and distribute the game myself first.
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@ -1,61 +1,69 @@
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---
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title: "Features"
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draft: false
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toc: true
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---
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The following are the game's **current** features and its **planned** features
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before the game leaves "alpha" status.
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before the game leaves "alpha" status. There is a list of crucial "1.0" features
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and some ideas for where I may take this game further down the road. I plan on
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making this game my "forever project" and keep adding to it and releasing
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updates for as long as I find it interesting.
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![Screenshot of the level editor](/images/floor-is-lava.png)
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# _Sketchy Maze_ is a "Forever Project"
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I have a list of features I _really_ want for the "1.0" launch of the game, but
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I'll plan on continuing development for as long as I find it interesting and will
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release free updates to everybody who buys the game just once.
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I've always wanted to make a videogame, and always liked to learn about game
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design and everything, but never actually made anything worthwhile until
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_Sketchy Maze._ Over time, I realized that I don't actually want to build
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"a video game," what I wanted was a game _project_. Something I could just work
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on and add features to, more of a game "platform," something long-term like
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Minecraft.
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This page describes the initial set of features planned for the 1.0 and some
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ideas I have kicking around further down the road if all goes well.
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# 1.0 Features
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# "1.0" Features
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The expected feature list for the "1.0" version of the game, and how
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far along I am.
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far along I am. The general idea of what "1.0" will look like is that it
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will have these features:
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## Level & Doodad Editor
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* **Single Player Campaigns:**
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* The game would come with at least one single-player campaign of built-in
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levels which are completed in sequence.
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* The free (shareware) version gets at least one campaign available to play.
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* The full version unlocks additional campaigns/chapters.
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* **Level Editor & Custom Levels:**
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* A fully featured level and doodad editor is included, with all the tools
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needed to create custom content.
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* Custom doodads can be created or downloaded manually (and placed in the right
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game folder), and can be used in custom levels.
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* **Full Version Extras:**
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* The [full version](/register/) adds extra qualify-of-life improvements in
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support of custom user content, to make it easier to share custom levels
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which use custom doodads.
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* "Publish" a .level file which _embeds_ all of its custom doodads _inside_ the
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level data, so that it "just plays" on someone else's computer, if they also
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have the full version of the game.
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* [In the future](#future) there may be in-game features to upload and download
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custom levels and doodads online, for full versions of the game only.
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The level editor should include basic drawing tools:
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Some details of features and current progress towards the 1.0 release:
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* **Features:**
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* **Single Player:**
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* [ ] Campaigns system to define one or more series of levels.
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* [ ] One chapter of built-in levels. May be a small set at first, but free
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updates can bring more levels.
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* **Level Features:**
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* [x] Set of built-in wallpaper images of paper-themed level backgrounds.
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* [x] User can pick a custom wallpaper image which attaches to the level file.
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* [x] Page Types:
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* [x] Bounded: a limited size sheet of paper with a top and left margin.
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* [x] No Negative Space: a sheet of paper with infinite room to grow.
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* [x] Unbounded: an "infinite" sheet of paper with room to grow in all directions.
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* [ ] Bordered: a bounded sheet of paper with decorations wrapping around
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all four edges.
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* [ ] Player can configure the limits of bounded levels.
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* [x] Patterns for your level colors to give them textures like pencil graphite
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or marker when drawn onto your level.
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* [x] User can "publish" their level with custom doodads attached to it, for
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easy sharing with others ([full version only](/register/))
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* **Level Editor:**
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* [x] Easily switch between Play Mode and Edit Mode to test your level.
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* [x] Draw your own pixels anywhere you want.
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* _Should_ be pixel-perfect collision detection, though Boy has a hitbox
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that could use some trimming.
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* [x] Editable Palette to add and modify colors.
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* **Drawing tools:**
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* [x] Freehand
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* [x] Line
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* [x] Rectangle
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* [x] Ellipse
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* [x] Eraser
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* [x] Basic Drawing Tools: Pencil, Line, Rectangle, Ellipse, Eraser
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* [x] Undo/Redo
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* [ ] Zoom In/Out ([--experimental](/guidebook/experimental.html))
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* **Level Sizes:**
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* [x] Bounded levels (0,0 to 2550,3300)
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* [ ] Custom width/height for Bounded (just needs UI work)
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* [x] No Negative Space: infinitely big levels which still have a
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top-left corner bounded at (0,0)
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* [x] Unbounded: infinitely large levels with no corners.
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* [ ] Bordered: a bounded level where the top and left decorations
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wrap around on the bottom and right sides too.
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* [x] Editable Palette to add and modify colors and their properties.
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* **Wallpaper Themes:**
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* [x] Notebook: standard blue ruled notebook paper.
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* [x] Blueprint: dark blueprint paper.
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@ -68,56 +76,29 @@ The level editor should include basic drawing tools:
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* [ ] Custom Wallpaper: users will be able to bundle a custom
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wallpaper texture inside their level file.
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* **Doodad Editor:**
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* [x] Fully create all artwork (multiple frames) using in-game tools
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* [ ] Attach and manage JavaScript source to the doodad in-game
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(note: external code editor for _writing_ the JS will be used)
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* **Custom Content and Mod Support:**
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* [x] All tools included to create custom levels and doodads and share custom
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creations with other players.
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## Doodads Editor
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# Future
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## Single Player Campaign
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Some ideas I have for where the game can go after "1.0":
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The game is expected to come with a series of proper levels built-in which
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are played in sequence and has some kind of interconnected story or
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something. Currently you get some tutorial levels.
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* **Single Player Campaign:**
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* [ ]
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* **Polish:**
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* The platforming physics will be better. Currently the character gets
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stick walking up sloped surfaces, _especially_ moving Left (but not as
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much moving Right).
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* [ ] Checkbox?
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# Current Doodads
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The current list of doodads built-in with the game can be found in the
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[guidebook](/guidebook/doodads.html). For the exhaustive list so far, we have:
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* **Bird:** a red bird that flies back and forth and can be ridden on.
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* **Button:** sends a power on/off signal to a linked doodad.
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* **Colored Doors & Keys:** four pairs of locks and matching keys.
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* **Crumbly Floor:** a break-away floor.
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* **Electric Door:** a closed door that only opens when it's powered.
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* **Red Azulian:** test mob.
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* **Small Key Doors:** locked doors and keys that are consumed each time
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a door is unlocked.
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* **Start & End Flags:** set the player spawn point and level goal.
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* **State Blocks:** blue and orange blocks that toggle from solid to
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passable.
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* **State Button:** on/off switch that globally toggles state blocks.
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* **Switches:** toggle electric doors open or closed or provide power
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on/off to other doodads.
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* **Trapdoors:** one-way passages (all four directions).
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* **Warp Doors:** for fast travel around the map between any two linked
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Warp Doors.
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* **Warp Doors (Blue & Orange):** boolean state versions of Warp Doors,
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which may only be entered while the door is active.
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Some hidden doodads that you can activate with cheat codes, but which
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don't **do** very much because they were for the player character:
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* **Boy:** the player character in a blue hoodie.
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* **Blue Azulian:** the original placeholder character, a blue version of
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the Red Azulian.
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|
||||
(For that cheat code, try entering "boolProp showAllDoodads true" into
|
||||
the developer console **before** opening the Level Editor, and they will
|
||||
be available in the Doodads palette with the others).
|
||||
* Online services in-game for sharing levels and doodads with others.
|
||||
* For full versions of the game.
|
||||
* Players would be able to log on, browse levels and doodads uploaded by other
|
||||
players, and easily download and play them.
|
||||
* Multiplayer features:
|
||||
* Two-player level gameplay mode. (Possibly more than two players).
|
||||
* Multiplayer collaboration for the Level Editor?
|
||||
* Ability to play _and_ edit a level both in real time?
|
||||
* Mobile ports of the game (Android, Pinephone)
|
||||
* There is an example [Go SDL2 Android app](https://github.com/veandco/go-sdl2-examples/tree/master/examples/android)
|
||||
so getting an Android build may not be too difficult.
|
||||
* The game already "kinda works" on the Pine64 Pinephone running GNU/Linux.
|
||||
That device will be used to develop/test more touch-friendly user interfaces
|
||||
for the game ahead of any effort being put into Android.
|
||||
* Don't hold your breath for iOS support.
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
---
|
||||
title: "Example"
|
||||
date: 2021-01-03T18:12:43-08:00
|
||||
draft: false
|
||||
draft: true
|
||||
tags: ["foo", "bar"]
|
||||
toc: true
|
||||
---
|
||||
|
|
59
content/posts/release-v0.7.0.md
Normal file
59
content/posts/release-v0.7.0.md
Normal file
|
@ -0,0 +1,59 @@
|
|||
---
|
||||
title: "Sketchy Maze v0.7.0 Released"
|
||||
date: 2021-06-20T15:34:51-07:00
|
||||
draft: false
|
||||
summary: A new alpha version of Sketchy Maze has been released.
|
||||
tags: ["release", "announcement"]
|
||||
---
|
||||
A new **alpha** version of _Sketchy Maze_ has been released, which brings
|
||||
several improvements to the game. This is also the first release in which the
|
||||
"free version" drifts meaningfully away from the "full version" in terms of
|
||||
features. The full version includes the ability to
|
||||
[publish](/guidebook/custom-levels/publishing.html) your level, bundling all of its
|
||||
custom doodads _inside_ the level file for easy sharing. The free version can
|
||||
still use custom doodads, but they must be managed manually.
|
||||
|
||||
* **Brush Patterns** for your level palette. Instead of your colors drawing on as
|
||||
plain, solid pixels, a color swatch can _sample_ with a Pattern to create a
|
||||
textured appearance when plotted on your level. Several patterns are built in
|
||||
including Noise, Marker, Ink, and others. The idea is that your brush strokes can
|
||||
look as though they were drawn in pencil graphite or similar.
|
||||
|
||||
![Screenshot of Brush Patterns feature](/images/patterns.png)
|
||||
* **Title Screen:** the demo level shown on the title screen will leisurely scroll
|
||||
around the page. The arrow keys may still manually scroll the level any direction.
|
||||
* **Attach Doodads to Level Files:** this is the first release that supports _truly_
|
||||
portable custom levels! By attaching your custom doodads _with_ your custom level
|
||||
file, it will "just play" on someone else's computer, and they don't need to copy
|
||||
all your custom doodads for it to work! But, free versions of the game will not
|
||||
get to enjoy this feature.
|
||||
* **Settings UI**: a "Settings" button on the home screen (or the Edit->Settings
|
||||
menu in the editor) will open a settings window. Check it out!
|
||||
* **Horizontal Toolbars option:** if enabled in the Settings window, the toolbar
|
||||
and palette in the Editor will be horizontal instead of vertical, along the top
|
||||
and bottom of the screen. This may be better optimized for smartphone-sized
|
||||
screens like the Pinephone. If the program is started with `-w mobile` the first
|
||||
time, it will use horizontal toolbars by default.
|
||||
|
||||
Some small bits of polish in the game's user interface:
|
||||
|
||||
* Some buttons are more colorful! The "Ok" button in alert boxes is blue and pressing
|
||||
Enter will select the blue button.
|
||||
* When opening a drawing to play or edit, a blue **Browse...** button is
|
||||
added so you can more easily find downloaded custom levels and play them.
|
||||
* In the Level Editor, the "Level -> **Attached Files**" menu will let you see
|
||||
and manage files attached to your level, such as its custom wallpaper image or
|
||||
any custom doodads that were published with the level.
|
||||
* The keyboard shortcut to open the developer console is now the tilde/grave key
|
||||
(`) instead of Enter.
|
||||
|
||||
Bugs fixed:
|
||||
|
||||
* The WASD keys to move the player character (as an alternative to the arrow keys)
|
||||
now works more reliably. Previously, they were affected by key-repeat so Boy would
|
||||
do a quick hop followed by a longer one when pressing W to jump. Also, his
|
||||
animation would not update correctly when moving via the WASD keys. Both bugs
|
||||
are fixed in this release.
|
||||
* Shortcut keys advertised in the menu, such as Ctrl-N and Ctrl-S, now actually work.
|
||||
|
||||
Get the new version on the [Download](/download/) page!
|
13
content/posts/release-v0.7.1.md
Normal file
13
content/posts/release-v0.7.1.md
Normal file
|
@ -0,0 +1,13 @@
|
|||
---
|
||||
title: "Release v0.7.1"
|
||||
date: 2021-07-11T14:56:35-07:00
|
||||
draft: false
|
||||
---
|
||||
This is a small bugfix release: on the Windows build of v0.7.0, built-in wallpapers
|
||||
other than the default Notebook were failing to load.
|
||||
|
||||
No substantial differences for the Linux or Mac OS version, though I have
|
||||
improved my deployment scripts to make it easier to release the game in
|
||||
the future.
|
||||
|
||||
Get the new version on the [Download](/download/) page!
|
42
content/register.md
Normal file
42
content/register.md
Normal file
|
@ -0,0 +1,42 @@
|
|||
# Register Your Game
|
||||
|
||||
_Sketchy Maze_ is 100% free to play as a shareware game, but purchasing the
|
||||
full version will unlock additional features.
|
||||
|
||||
As of [release v0.7.0](/posts/release-v0.7.0/), registering for the full version
|
||||
of the game adds the following features:
|
||||
|
||||
* **Publish your custom levels, doodads included!** If you are using some custom
|
||||
doodads to design your levels, the Publish feature allows you to _easily_ share
|
||||
your level with others: all custom doodads will be _attached_ directly into
|
||||
the .level file, so you can send your level to your friend and it will
|
||||
"just play" on her computer, as all of its custom content is included!
|
||||
* **Play custom levels which have attached doodads:** the full version of the
|
||||
game is needed to _play_ such levels which were published with their custom
|
||||
doodads attached to the level file.
|
||||
|
||||
## Status: Coming Soon!
|
||||
|
||||
Options are currently being explored in terms of payment provider to begin
|
||||
selling full versions of this game. Until then, friends & family get free
|
||||
license keys.
|
||||
|
||||
## Buy once, free updates forever
|
||||
|
||||
The way this is going to work is that you buy the game just **one** time and
|
||||
get free updates to the game for as long as I find it interesting to develop.
|
||||
The early releases will be inexpensive and will go up as the game gains more
|
||||
features and popularity, so early adopters can get in on the later updates for
|
||||
a lower price!
|
||||
|
||||
## No DRM
|
||||
|
||||
Upon registering for the full version of the game, you will receive a
|
||||
"License Key file" which you select in-game to activate it. This process is
|
||||
100% off-line, no network connection required, I want to make sure the game still
|
||||
functions even if I get hit by a bus.
|
||||
|
||||
Future releases of the game will honor license keys generated for prior versions,
|
||||
except if your key is discovered leaked onto piracy websites; in which case,
|
||||
future releases of the game would stop accepting that license but older versions
|
||||
will still work.
|
Binary file not shown.
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 90 KiB |
BIN
static/images/patterns.png
Normal file
BIN
static/images/patterns.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 94 KiB |
|
@ -3,10 +3,6 @@
|
|||
<div class="col-12">
|
||||
<h1>Welcome to SketchyMaze.com</h1>
|
||||
|
||||
<p>
|
||||
<img src="/images/main-menu.png" class="center">
|
||||
</p>
|
||||
|
||||
<p>
|
||||
<strong>Sketchy Maze</strong> is a drawing-based maze game themed around
|
||||
hand-drawn maps on paper. You can design your own level and make it look
|
||||
|
@ -15,25 +11,27 @@
|
|||
obstacles.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
<img src="https://www.sketchymaze.com/guidebook/images/main-menu.png" class="center">
|
||||
</p>
|
||||
|
||||
<p>
|
||||
The game is currently available as an early <strong>alpha</strong>
|
||||
release. See the <a href="/download/">Downloads</a> to try it out!
|
||||
</p>
|
||||
|
||||
<div style="text-align: center">
|
||||
<iframe width="560" height="315"
|
||||
src="https://www.youtube.com/embed/18QacOa0374"
|
||||
title="YouTube video player"
|
||||
frameborder="0"
|
||||
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture"
|
||||
class="center"
|
||||
allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
<p>
|
||||
See <a href="/about/">About</a>, <a href="/faq/">FAQ</a> and the
|
||||
<a href="/guidebook">Guidebook</a> for more information about the game.
|
||||
</p>
|
||||
|
||||
<hr>
|
||||
|
||||
{{ range first 2 .Site.Pages.ByPublishDate.Reverse }}
|
||||
<h1><a class="title" href="{{ .RelPermalink }}">{{ .Title }}</a></h1>
|
||||
{{ partial "metadata.html" . }}
|
||||
<div>{{ .Content }}</div>
|
||||
{{ end }}
|
||||
</div>
|
||||
</div>
|
||||
{{ end }}
|
||||
|
|
Loading…
Reference in New Issue
Block a user