diff --git a/content/download.md b/content/download.md index 75155dd..d42c537 100644 --- a/content/download.md +++ b/content/download.md @@ -3,7 +3,7 @@ title: "Download" draft: false toc: true --- -# Latest Release: v0.13.0 (May 8, 2022) +# Latest Release: v0.13.1 (Oct 10, 2022) [Change History](/guidebook/changes.html) @@ -16,8 +16,8 @@ start the game. **Note:** I do not yet have a code signing certificate for the Windows release, so you may need to click through the "Unknown Publisher" dialog. -* **64-bit:** [sketchymaze-0.13.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.13.0/windows/sketchymaze-0.13.0-windows-64bit.zip) (23 MB) -* **32-bit:** [sketchymaze-0.13.0-windows-32bit.zip](https://download.sketchymaze.com/release/v0.13.0/windows/sketchymaze-0.13.0-windows-32bit.zip) (23 MB) +* **64-bit:** [sketchymaze-0.13.1-windows-64bit.zip](https://download.sketchymaze.com/release/v0.13.1/windows/sketchymaze-0.13.1-windows-64bit.zip) (43 MB) +* **32-bit:** [sketchymaze-0.13.1-windows-32bit.zip](https://download.sketchymaze.com/release/v0.13.1/windows/sketchymaze-0.13.1-windows-32bit.zip) (43 MB) --- @@ -33,8 +33,8 @@ you're expected to know how to run apps from unverified developers. See [Apple's documentation](https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/11.0/mac/11.0) how to do this for your version of macOS. -* **Intel 64-bit App:** [sketchymaze-0.13.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.13.0/macos/sketchymaze-0.13.0-macOS-x64.dmg) (32 MB) -* **Zip file for Intel Macs:** [sketchymaze-0.13.0-macos-x64.zip](https://download.sketchymaze.com/release/v0.13.0/macos/sketchymaze-0.13.0-macos-x64.zip) (22 MB) +* **Intel 64-bit App:** [sketchymaze-0.13.1-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.13.1/macos/sketchymaze-0.13.1-macOS-x64.dmg) (55 MB) +* **Zip file for Intel Macs:** [sketchymaze-0.13.1-macos-x64.zip](https://download.sketchymaze.com/release/v0.13.1/macos/sketchymaze-0.13.1-macos-x64.zip) (43 MB) --- @@ -46,8 +46,8 @@ The easiest cross-distro way to download _Sketchy Maze_ is via [Flatpak](https:/ which is well supported on most popular Linux distributions including Fedora, Ubuntu, Debian and others. -* **64-bit:** [sketchy-maze-0.13.0.flatpak](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze-0.13.0.flatpak) (13.1 MB) -* **ARM aarch64:** [sketchy-maze-0.13.0-aarch64.flatpak](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze-0.13.0-aarch64.flatpak) (13.1 MB) +* **64-bit:** [sketchy-maze-0.13.1.flatpak](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze-0.13.1.flatpak) (31 MB) +* **ARM aarch64:** [sketchy-maze-0.13.1-aarch64.flatpak](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze-0.13.1-aarch64.flatpak) (31 MB) There is not a Flatpak repository for this game yet; inclusion on [Flathub](https://flathub.org/) or a custom Flatpak repository for easier @@ -58,10 +58,10 @@ To install the Flatpak manually: ```bash # Download the .flatpak package. NOTE: it's distributed as a stand-alone app # for now, a flatpak repo will be added at some point. -$ wget https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze-0.13.0.flatpak +$ wget https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze-0.13.1.flatpak # Install the .flatpak package. -$ flatpak install --user sketchy-maze-0.13.0.flatpak +$ flatpak install --user sketchy-maze-0.13.1.flatpak # Run it. There should also be a standard app launcher in your menu. $ flatpak run com.sketchymaze.Doodle @@ -71,15 +71,15 @@ $ flatpak run com.sketchymaze.Doodle ### Fedora (.rpm) -* **64-bit:** [sketchy-maze-0.13.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze-0.13.0-1.x86_64.rpm) (21 MB) -* **32-bit:** [sketchy-maze-0.13.0-1.i386.rpm](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze-0.13.0-1.i386.rpm) (21 MB) -* **ARM aarch64:** [sketchy-maze-0.13.0-1.aarch64.rpm](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze-0.13.0-1.aarch64.rpm) (21 MB) +* **64-bit:** [sketchy-maze-0.13.1-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze-0.13.1-1.x86_64.rpm) (41 MB) +* **32-bit:** [sketchy-maze-0.13.1-1.i386.rpm](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze-0.13.1-1.i386.rpm) (41 MB) +* **ARM aarch64:** [sketchy-maze-0.13.1-1.aarch64.rpm](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze-0.13.1-1.aarch64.rpm) (41 MB) ### Ubuntu & Debian (.deb) -* **64-bit:** [sketchy-maze_0.13.0_amd64.deb](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze_0.13.0_amd64.deb) (21 MB) -* **32-bit:** [sketchy-maze_0.13.0_i386.deb](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze_0.13.0_i386.deb) (21 MB) -* **ARM aarch64:** [sketchy-maze_0.13.0_arm64.deb](https://download.sketchymaze.com/release/v0.13.0/linux/sketchy-maze_0.13.0_arm64.deb) (21 MB) +* **64-bit:** [sketchy-maze_0.13.1_amd64.deb](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze_0.13.1_amd64.deb) (41 MB) +* **32-bit:** [sketchy-maze_0.13.1_i386.deb](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze_0.13.1_i386.deb) (41 MB) +* **ARM aarch64:** [sketchy-maze_0.13.1_arm64.deb](https://download.sketchymaze.com/release/v0.13.1/linux/sketchy-maze_0.13.1_arm64.deb) (41 MB) **Notice:** the game depends on SDL2, SDL2-ttf and SDL2-mixer but the .deb package doesn't declare these dependencies for compatibility between Debian and Ubuntu which name these packages distinctly. @@ -91,9 +91,9 @@ anywhere and run. The binary is built on a modern Fedora system and _hopefully_ should run as-is on other modern GNU/Linux systems, but sometimes shared library versions of SDL2 may not match your computer. -* **64-bit:** [sketchymaze-0.13.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.13.0/linux/sketchymaze-0.13.0-linux-64bit.tar.gz) -* **32-bit:** [sketchymaze-0.13.0-linux-32bit.tar.gz](https://download.sketchymaze.com/release/v0.13.0/linux/sketchymaze-0.13.0-linux-32bit.tar.gz) -* **ARM aarch64:** [sketchymaze-0.13.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.13.0/linux/sketchymaze-0.13.0-linux-aarch64.tar.gz) +* **64-bit:** [sketchymaze-0.13.1-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.13.1/linux/sketchymaze-0.13.1-linux-64bit.tar.gz) +* **32-bit:** [sketchymaze-0.13.1-linux-32bit.tar.gz](https://download.sketchymaze.com/release/v0.13.1/linux/sketchymaze-0.13.1-linux-32bit.tar.gz) +* **ARM aarch64:** [sketchymaze-0.13.1-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.13.1/linux/sketchymaze-0.13.1-linux-aarch64.tar.gz) _Sketchy Maze_ also works on Linux smartphone devices such as the Pinephone and Librem 5. Check out the aarch64 releases, built on Mobian diff --git a/content/faq.md b/content/faq.md index 01347d1..a25189a 100644 --- a/content/faq.md +++ b/content/faq.md @@ -143,6 +143,15 @@ to the level may be offset from where the preview was on-screen. Draw some test lines to find out the offset or else avoid drawing while zoomed. The 1 (one) key restores the zoom level to default 100%. +## Text sometimes gets glitchy + +Sometimes, the text in-game will begin to look glitchy, especially on Menu Bars +and pop-up windows. The root cause and reliable repro steps haven't been found yet; +I suspect it has to do with memory leaks in the way I use SDL2. If you begin to +see text get a bit wonky, save your work and restart the game. Whatever condition +triggers this to happen seems to eventually crash the game if it goes on for long +enough! + # Pricing and Distribution ## Is this game free? @@ -279,7 +288,14 @@ their projects. ## Is this game open source? -Parts of it are! +Yes! + +The source code to the game is available at +with a mirror of the important repositories [on GitHub](https://github.com/SketchyMaze). +The game engine, called "doodle," is released as open source software under the GNU +General Public License. However, the game assets -- including the built-in doodads +and levels -- are licensed separately, under exclusive copyright for distribution +only with official builds of Sketchy Maze. _Sketchy Maze_ was built from the ground up using little more than [SDL2](https://www.libsdl.org/) which lets you plot pixels on a screen. While @@ -312,7 +328,7 @@ GitHub mirrors of the above: * [SketchyMaze/ui](https://github.com/SketchyMaze/ui) Also this website, the user guidebook, and other things with the game are -readable as open source code, at https://code.sketchymaze.com/ +readable as open source code as well. ## Wait, does _Sketchy Maze_ have a WebAssembly port? diff --git a/content/posts/release-v0.13.1.md b/content/posts/release-v0.13.1.md new file mode 100644 index 0000000..5bd6543 --- /dev/null +++ b/content/posts/release-v0.13.1.md @@ -0,0 +1,131 @@ +--- +title: "v0.13.1 Released" +date: 2022-10-10T13:03:02-07:00 +draft: false +--- +This release brings a handful of minor new features to the game. + +First, there are a couple of new Pixel Attributes available in the level editor: + +* Semi-Solid: pixels with this attribute only behave as "solid" when walked on + from above. The player can jump through the bottom of a Semi-Solid and land + on top, and gradual slopes can be walked up and down as well, but a steep + slope or a wall can be simply passed through as though it were just decoration. +* Slippery: the player's acceleration and friction are reduced when walking on + a slippery floor. In the future, players and other mobile doodads may slide + down slippery slopes automatically as well (not yet implemented). +* These attributes are available in the Level Editor by clicking the "Edit" + button on your Palette (or the "Tools -> Edit Palette" menu). The Palette + Editor now has small icon images for the various attributes to make room for + the expanded arsenal of options. + +![](https://www.sketchymaze.com/guidebook/images/palette.png) + +Doodad/Actor Runtime Options have been added: + +* In the Doodad Editor's "Doodad Properties" window, see the new "Options" tab. +* Doodad Options allow a map creator to customize certain properties about your + doodad, on a per-instance basis (instances of doodads are called "actors" when + placed in your level). +* In the Level Editor when the Actor Tool is selected, mousing over a doodad on + your level will show a new gear icon in the corner. Clicking the icon will open + the Actor Properties window, where you may toggle some of the doodad options + (if a doodad has any options available). +* Options can be of type boolean, string, or integer and have a custom name and a + default value at the doodad level. In the Level Editor, the map creator can + set values for the available options which the doodad script can read using the + `Self.GetOption()` method. +* Several of the game's built-in doodads have options you can play with, which are + documented below. + +New and updated doodads: + +* "Look At Me" is a new Technical doodad that will draw the camera's attention + to it when it receives a power signal from a linked button. For example, if + a button would open an Electric Door far across the level, you can also place + a "Look At Me" near the door and link the button to both doodads. When the + button is pressed, the camera will scroll to the "Look At Me" and the player + can see that the door has opened. +* Anvils will now attract the camera's attention while they are falling. + +Several of the game's built-in doodads have new Actor Runtime Options you can +configure in your custom levels: + +* Warp Doors: "locked (exit only)" will make it so the player can not enter the + warp door - they will get a message on-screen that it is locked, similar to + how warp doors behave when they aren't linked to another door. If it is linked + to another door, the player may still exit from the 'locked' door - + essentially creating a one-way warp, without needing to rely on the + orange/blue state doors. The "Invisible Warp Door" technical doodad also + supports this option. +* Electric Door & Electric Trapdoor: check the "opened" option and these doors + will be opened by default when the level gameplay begins. A switch may still + toggle the doors closed, or if the doors receive and then lose a power signal + they will close as normal. +* Colored Doors & Small Key Door: you may mark the doors as "unlocked" at the + start of your level, and they won't require a key to open. +* Colored Keys & Small Key: you may mark the keys as "has gravity" and they + will be subject to the force of gravity and be considered a "mobile" doodad + that may activate buttons or trapdoors that they fall onto. +* Gemstones: these items already had gravity by default, and now they have a + "has gravity" option you may disable if you'd prefer gemstones not to be + subject to gravity (and make them behave the way keys used to). +* Gemstome Totems: for cosmetic purposes you may toggle the "has gemstone" + option and the totem will already have its stone inserted at level start. + These gemstones will NOT emit a power signal or interact normally with + linked totems - they should be configured this way only for the cosmetic + appearance, e.g., to have one totem filled and some others empty; only the + empty totems should be linked together and to a door that would open when + they are all filled. +* Fire Region: you may pick a custom "name" for this doodad (default is "fire") + to make it better behave as normal fire pixels do: "Watch out for (name)!" + +Improvements in support of custom content: + +* Add a JavaScript "Exception Catcher" window in-game. If your doodad scripts + encounter a scripting error, a red window will pop up showing the text of + the exception with buttons to copy the full text to your clipboard (in case + it doesn't all fit on-screen) and to suppress any further exceptions for + the rest of your game session (in case a broken doodad is spamming you with + error messages). Cheat codes can invoke the Exception Catcher for testing: + `throw ` to show custom text, `throw2` to test a "long" message + and `throw3` to throw a realistic message. +* Calling `console.log()` and similar from doodad scripts will now prefix the + log message with the doodad's filename and level ID. + +There are new JavaScript API methods available to doodad scripts: + +* `Self.CameraFollowMe()` will attract the game's camera viewport to center + on your doodad, taking the camera's focus away from the player character. + The camera will return to the player if they enter a directional input. +* `Self.Options()` returns a string array of all of the options available on + the current doodad. +* `Self.GetOption(name)` returns the configured value for a given option. + +Some improvements to the `doodad` command-line tool: + +* `doodad show` will print the Options on a .doodad file and, when showing + a .level file with the `--actors` option, will list any Options configured + on a level's actors where they differ from the doodad's defaults. +* `doodad edit-doodad` adds a `--option` parameter to define an option on a + doodad programmatically. The syntax is like `--option name=type=default` + for example `--option unlocked=bool=true` or `--option unlocked=bool`; the + default value is optional if you want it to be the "zero value" (false, + zero, or empty string). + +Minor fixes and improvements: + +* Add a "Wait" modal with a progress bar. Not used yet but may be useful + for long operations like Giant Screenshot or level saving to block input + to the game while it's busy doing something. Can be tested using the + cheat code "test wait screen" +* Detect the presence of a touchscreen device and automatically disable + on-screen touch hints during gameplay if not on a touch screen. +* Mobile Linux: mark the Sketchy Maze launcher as supporting the mobile + form-factor for the Phosh desktop shell especially. +* Fix the Crusher doodad sometimes not falling until it hits the ground + and stopping early on slower computers. +* Small tweaks to player physics - acceleration increased from 0.025 to + 0.04 pixels per tick. + +See the [Downloads](/download) page to try it out! \ No newline at end of file