Update website for v0.8.0 release
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config.toml
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config.toml
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@ -13,28 +13,32 @@ theme = "notebook"
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name = "About"
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name = "About"
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url = "/about"
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url = "/about"
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weight = 2
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weight = 2
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[[menu.main]]
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name = "FAQ"
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url = "/faq"
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weight = 3
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[[menu.main]]
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[[menu.main]]
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name = "Download"
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name = "Download"
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url = "/download"
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url = "/download"
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weight = 3
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[[menu.main]]
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name = "FAQ"
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url = "/faq"
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weight = 4
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weight = 4
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[[menu.main]]
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name = "Docs"
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url = "/guidebook/"
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weight = 5
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[[menu.main]]
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[[menu.main]]
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name = "Register"
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name = "Register"
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url = "/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 = 6
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weight = 6
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[[menu.main]]
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[[menu.main]]
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name = "Tags"
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name = "Blog"
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pre = "tag"
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pre = "pen-tool"
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url = "/tags/"
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url = "/posts/"
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weight = 7
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weight = 7
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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 = 7
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[markup]
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[markup]
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[markup.highlight]
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[markup.highlight]
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@ -4,35 +4,35 @@ draft: false
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---
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---
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_Sketchy Maze_ is a "drawing-based maze game" themed around hand-drawn maps
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_Sketchy Maze_ is a "drawing-based maze game" themed around hand-drawn maps
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on paper.
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on paper. You can draw your own custom levels and make them look
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like anything you want. Draw a castle or a cave, and you decide which colors are
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solid or which are fire, and drag-and-drop some
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"[doodads](/guidebook/doodads.html)" such as Buttons, Keys and Doors to spice
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it up.
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![Screenshot of the level editor](/images/lava.png)
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![Gameplay screenshot.](/images/v0.8.0-gameplay.png)
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You can draw your own custom maps, freehand or with some basic drawing tools,
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Oh, and those doodads? You can make your own, too, and program them in JavaScript
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and then drag and drop some "[doodads](/guidebook/doodads.html)" such as Buttons,
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to do whatever you want. See some
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Keys and Doors onto your map to spice it up. You can use any colors you want,
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[example doodads](https://code.sketchymaze.com/declassified/doodads) or you
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and say which colors should be solid and which are fire, and draw anything you
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can learn from the game's built-in scripts. Without needing to even _look_ at
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want. Make your level a castle or a cave, your imagination is the limit!
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any JavaScript, you can create doodads in-game which have your choice of _basic_
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generic script behaviour: to create a "fire" hazard, a solid hitbox, behave as
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If the built-in doodads aren't enough, you can also make your own! There's
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an Anvil, and so on. See
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[documentation in the Guidebook](/guidebook/custom-doodads/index.html) how to
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[Creating Custom Doodads](/guidebook/custom-doodads/index.html) for details.
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make a custom doodad, and there (will be) some example doodads you can build
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[here](https://code.sketchymaze.com/declassified/doodads).
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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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# 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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When I was a kid growing up in the 1990's, in the era of the Sega Genesys and
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_Sonic the Hedgehog_ and _Super Mario Bros._, I became interested in level design
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Super Nintendo, and with the proliferation of 2D platform games like
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and would draw my own 'mazes' on paper of a side scrolling platformer type game.
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_Sonic the Hedgehog_ and _Super Mario Bros._, I used to enjoy drawing my own
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I would borrow ideas from _all_ sorts of videogames I liked, and draw in some
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custom level ideas with paper and pencil and then "play" them with my imagination.
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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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I'd usually draw a side-view, 2D platformer type of maze; and draw in some locked
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and slippery slopes and such, and then "play" through the level with my
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doors and keys, buttons, breakable floors, spikes, and so on as you would expect
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imagination. I'd show my mazes to others and walk them through how it all
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to find in any platformer game. Then I'd imagine a character working their way
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plays out.
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through the maze, or I'd walk it through with anybody who would listen and describe
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how the level 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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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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You can draw a castle or a cave, place little gizmos and traps throughout the
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@ -41,7 +41,7 @@ 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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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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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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![Palette editor](/images/palette.png)
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# _Sketchy Maze_ is a "Forever Project"
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# _Sketchy Maze_ is a "Forever Project"
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@ -56,15 +56,24 @@ _Sketchy Maze._ Over time, I realized that I don't actually want to build
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on and add features to, more of a game "platform," something long-term like
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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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Minecraft.
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This page describes the initial set of features planned for the 1.0 and some
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# Custom Content Encouraged
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ideas I have kicking around further down the road if all goes well.
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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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While the game ships with a [handful of built-in doodads](/guidebook/doodads.html) to
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spice up your level, you can also create your own and program them to do
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spice up your level, you can also create your own and program them to do
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whatever you want, with JavaScript!
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whatever you want, with JavaScript!
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I want to see what sorts of creative things people can come up with. While the
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_theme_ of Sketchy Maze is "hand-drawn maps on paper", the engine is actually
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quite flexible and you can create full-color pixel art levels. The
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[`doodad` tool](/guidebook/doodad-tool.html) can convert PNG images into levels
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and it is not difficult to adapt full-color pixel art maps into playable levels
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for this game.
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See the [example doodads](https://code.sketchymaze.com/declassified/doodads)
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where there will be example custom doodads that behave like some of the game's
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built-in ones. The [JavaScript API](/guidebook/custom-doodads/scripts.html)
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is documented in the [Guidebook](/guidebook/) that comes with the game.
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# See Also
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# See Also
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For more information about _Sketchy Maze_, please see the following links:
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For more information about _Sketchy Maze_, please see the following links:
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@ -3,7 +3,7 @@ title: "Download"
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draft: false
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draft: false
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toc: true
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toc: true
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---
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---
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# Latest Release: v0.7.2 (July 19, 2021)
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# Latest Release: v0.8.0 (September 4, 2021)
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[Change History](/guidebook/changes.html)
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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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**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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so you may need to click through the "Unknown Publisher" dialog.
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* **64-bit:** [sketchymaze-0.7.2-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-windows-64bit.zip) (23 MB)
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* **64-bit:** [sketchymaze-0.8.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-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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[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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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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[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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how to do this for your version of macOS.
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* **Intel 64-bit App:** [sketchymaze-0.7.2-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macOS-x64.dmg) (32 MB)
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* **Intel 64-bit App:** [sketchymaze-0.8.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-macOS-x64.dmg) (32 MB)
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* **Zip file for Intel Macs:** [sketchymaze-0.7.2-macos-x64.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macos-x64.zip) (22 MB)
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* **Zip file for Intel Macs:** [sketchymaze-0.8.0-macos-x64.zip](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-macos-x64.zip) (22 MB)
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---
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---
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@ -48,7 +48,7 @@ The easiest cross-distro way to download _Sketchy Maze_ is via [Flatpak](https:/
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which is well supported on most popular Linux distributions including Fedora, Ubuntu,
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which is well supported on most popular Linux distributions including Fedora, Ubuntu,
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Debian and others.
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Debian and others.
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* **64-bit:** [sketchymaze-0.7.2.flatpak](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2.flatpak) (13.1 MB)
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* **64-bit:** [sketchymaze-0.8.0.flatpak](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0.flatpak) (13.1 MB)
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There is not a Flatpak repository for this game yet; inclusion on
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There is not a Flatpak repository for this game yet; inclusion on
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[Flathub](https://flathub.org/) or a custom Flatpak repository for easier
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[Flathub](https://flathub.org/) or a custom Flatpak repository for easier
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@ -59,10 +59,10 @@ To install the Flatpak manually:
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```bash
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```bash
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# Download the .flatpak package. NOTE: it's distributed as a stand-alone app
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# Download the .flatpak package. NOTE: it's distributed as a stand-alone app
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# for now, a flatpak repo will be added at some point.
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# for now, a flatpak repo will be added at some point.
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$ wget https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2.flatpak
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$ wget https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0.flatpak
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# Install the .flatpak package.
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# Install the .flatpak package.
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$ flatpak install --user sketchymaze-0.7.2.flatpak
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$ flatpak install --user sketchymaze-0.8.0.flatpak
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# Run it. There should also be a standard app launcher in your menu.
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# Run it. There should also be a standard app launcher in your menu.
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$ flatpak run com.sketchymaze.Doodle
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$ flatpak run com.sketchymaze.Doodle
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### Fedora (.rpm)
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### Fedora (.rpm)
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* **64-bit:** [sketchy-maze-0.7.2-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze-0.7.2-1.x86_64.rpm) (21 MB)
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* **64-bit:** [sketchy-maze-0.8.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.8.0/sketchy-maze-0.8.0-1.x86_64.rpm) (21 MB)
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### Ubuntu & Debian (.deb)
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### Ubuntu & Debian (.deb)
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* **64-bit:** [sketchy-maze_0.7.2_amd64.deb](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze_0.7.2_amd64.deb) (21 MB)
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* **64-bit:** [sketchy-maze_0.8.0_amd64.deb](https://download.sketchymaze.com/release/v0.8.0/sketchy-maze_0.8.0_amd64.deb) (21 MB)
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### Tarball
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### Tarball
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@ -83,8 +83,8 @@ 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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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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versions of SDL2 may not match your computer.
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* **64-bit:** [sketchymaze-0.7.2-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-64bit.tar.gz)
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* **64-bit:** [sketchymaze-0.8.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-linux-64bit.tar.gz)
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* **ARM aarch64:** ~~[sketchymaze-0.7.2-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-aarch64.tar.gz)~~
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* **ARM aarch64:** [sketchymaze-0.8.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-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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For the daring, Sketchy Maze _almost_ works on the Pinephone. Try the aarch64
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version of the tarball, built on Mobian on Pinephone.
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version of the tarball, built on Mobian on Pinephone.
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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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# Previous Releases
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## v0.7.2 (July 19, 2021)
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* Windows:
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* 64-bit: [sketchymaze-0.7.2-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-windows-64bit.zip) (23 MB)
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* Mac OS (Intel):
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* Sketchy Maze.app: [sketchymaze-0.7.2-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macOS-x64.dmg) (32 MB)
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* Zip file: [sketchymaze-0.7.2-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macos-x64.zip) (22 MB)
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* Linux (64-bit Intel and AMD PCs)
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* Flatpak (manual install): [sketchymaze-0.7.2.flatpak](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2.flatpak) (13 MB)
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* .rpm (Fedora-likes): [sketchy-maze-0.7.2-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze-0.7.2-1.x86_64.rpm) (21 MB)
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* .deb (Debian and Ubuntu): [sketchy-maze_0.7.2_amd64.deb](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze_0.7.2_amd64.deb) (21 MB)
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* Tarball: [sketchymaze-0.7.2-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-64bit.tar.gz)
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* Linux (64-bit ARM, like the Pinephone or raspberry pi):
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* Tarball: ~~[sketchymaze-0.7.2-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-aarch64.tar.gz)~~
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## v0.7.1 (July 11, 2021)
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## v0.7.1 (July 11, 2021)
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* Windows:
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* Windows:
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@ -51,10 +51,16 @@ version of the game is expected to include a proper set of single player levels
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that can simply be _played_ so you don't even need to draw your own level if
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that can simply be _played_ so you don't even need to draw your own level if
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you're not feeling creative.
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you're not feeling creative.
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Eventually, players will be able to embed custom doodads _inside_ of their
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You can also create some useful custom doodads in-game by selecting from a
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level file, for easy sharing with others: you can just download and play
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"generic script" to drive its behavior. For example, you could draw a "spikes"
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the level and all of its custom content came baked-in, so no need to worry
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doodad and choose the "Generic Fire" script and it will act as a hazard to
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about having a common set of custom doodads installed!
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the player in-game: "Watch out for spikes!"
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You can use these generic scripts as a base and program your own logic and
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behavior in JavaScript. There are some
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[full example doodads](https://code.sketchymaze.com/declassified/doodads)
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that you can learn from as well for creating your own custom Warp Doors
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or playable characters.
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## The user interface is ugly!
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## The user interface is ugly!
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@ -81,7 +87,7 @@ Yes!
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While the game is in beta, all releases are **100% free and fully functional.**
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While the game is in beta, all releases are **100% free and fully functional.**
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After the game reaches "1.0" it will have a free version and a paid one
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After the game reaches "1.0" it will have a free version and a paid one
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which unlocks additional modding capabilities, like the ability to use
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which unlocks additional modding capabilities, like the ability to embed
|
||||||
custom doodads in your levels. I like Minecraft's model of "buy the game
|
custom doodads in your levels. I like Minecraft's model of "buy the game
|
||||||
once, free updates forever" and will do similar.
|
once, free updates forever" and will do similar.
|
||||||
|
|
||||||
|
@ -128,7 +134,7 @@ until registered as a paid version, with either of these options:
|
||||||
But I would most aim for the first option to always be available: buy the
|
But I would most aim for the first option to always be available: buy the
|
||||||
game once, get a proof file that you can keep forever and upgrade to the
|
game once, get a proof file that you can keep forever and upgrade to the
|
||||||
full version of the game. That way even if I get hit by a bus or you lose
|
full version of the game. That way even if I get hit by a bus or you lose
|
||||||
your Steam account, the game can still be played.
|
your Steam account, the game can still be played to its full potential.
|
||||||
|
|
||||||
## What about piracy?
|
## What about piracy?
|
||||||
|
|
||||||
|
|
75
content/posts/release-v0.8.0.md
Normal file
75
content/posts/release-v0.8.0.md
Normal file
|
@ -0,0 +1,75 @@
|
||||||
|
---
|
||||||
|
title: "Sketchy Maze v0.8.0 Released"
|
||||||
|
date: 2021-09-04T13:11:14-07:00
|
||||||
|
draft: false
|
||||||
|
---
|
||||||
|
A new version of _Sketchy Maze_ is released today that brings several
|
||||||
|
new features, new doodads and new levels!
|
||||||
|
|
||||||
|
Grab the latest version on the [Download](/download) page!
|
||||||
|
|
||||||
|
Some highlights of the new release include:
|
||||||
|
|
||||||
|
## Doodad Editor Improvements
|
||||||
|
|
||||||
|
Using only in-game tools, it is now fully possible to create custom
|
||||||
|
doodads (including multiple frames of animation), attach and manage
|
||||||
|
their JavaScript sources, and there are a few built-in "generic scripts"
|
||||||
|
to give simple behaviors to your custom doodads all without _you_
|
||||||
|
needing to worry at all about writing any JavaScript code!
|
||||||
|
|
||||||
|
For example, you can create your own "hazard doodad" that kills the
|
||||||
|
player on contact (acting like fire pixels) by selecting the
|
||||||
|
"Generic Fire" script.
|
||||||
|
|
||||||
|
![](/images/v0.8.0-scripts.png)
|
||||||
|
|
||||||
|
## All Characters are Playable!
|
||||||
|
|
||||||
|
In this release you can set up a custom level so that you play as a
|
||||||
|
different character instead of the Boy!
|
||||||
|
|
||||||
|
To set this up, drag a Start Flag and another doodad of your choice
|
||||||
|
into your level, and connect them together using the Link Tool. When
|
||||||
|
the level starts, you will play _as_ that doodad!
|
||||||
|
|
||||||
|
All of the built-in creatures are fully supported (including the Bird,
|
||||||
|
Azulians, and the Thief). The Bird can travel freely without being
|
||||||
|
affected by gravity. You can play as non-creature doodads, too,
|
||||||
|
sometimes with strange effects. Play as the Anvil and you can kill
|
||||||
|
mobile doodads by "jumping" onto them!
|
||||||
|
|
||||||
|
Only mobile doodads tend to collide with most things such as Doors
|
||||||
|
and Trapdoors, and only mobile doodads can activate Buttons and
|
||||||
|
Switches.
|
||||||
|
|
||||||
|
## New Doodads & Levels
|
||||||
|
|
||||||
|
The new doodads in this release include:
|
||||||
|
|
||||||
|
* The **Thief** is a character which can steal items out of the inventory
|
||||||
|
of other characters. She does not steal items from other Thieves,
|
||||||
|
except if she is the player character.
|
||||||
|
* The **Anvil** is affected by gravity and becomes dangerous to all
|
||||||
|
mobile doodads when it is falling. When _not_ falling, the doodad
|
||||||
|
is completely harmless and has no solid collision hitbox.
|
||||||
|
* The **Electric Trapdoor** is a horizontal version of the Electric Door
|
||||||
|
which can open and close when activated by a Button or Switch.
|
||||||
|
* The **Checkpoint Flag** remembers your position in a level. When you
|
||||||
|
die to fire pixels or Anvils, instead of restarting the level from the
|
||||||
|
beginning you can teleport back to your last checkpoint and carry on!
|
||||||
|
|
||||||
|
See the [full list of built-in doodads](/guidebook/doodads.html) in the
|
||||||
|
Guidebook!
|
||||||
|
|
||||||
|
Two new built-in levels are added:
|
||||||
|
|
||||||
|
* **Castle.level:** introduces the Thief and other new doodads.
|
||||||
|
* **Thief 1.level:** play _as_ the Thief and steal Small Keys from
|
||||||
|
the Azulians to complete the level.
|
||||||
|
|
||||||
|
## More Changes & Download Link
|
||||||
|
|
||||||
|
See the [changelog](/guidebook/changes.html) for complete details and
|
||||||
|
head over to the [Download](/download) page to grab the latest release
|
||||||
|
for Linux, macOS and Windows.
|
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static/images/v0.8.0-gameplay.png
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BIN
static/images/v0.8.0-scripts.png
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static/images/v0.8.0-title.png
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BIN
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After Width: | Height: | Size: 87 KiB |
|
@ -12,7 +12,7 @@
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<p>
|
<p>
|
||||||
<img src="/images/v0.7.2-title.png" class="center">
|
<img src="/images/v0.8.0-title.png" class="center">
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
<p>
|
<p>
|
||||||
|
@ -27,7 +27,7 @@
|
||||||
|
|
||||||
<hr>
|
<hr>
|
||||||
|
|
||||||
{{ range first 3 .Site.Pages.ByPublishDate.Reverse }}
|
{{ range first 4 .Site.Pages.ByPublishDate.Reverse }}
|
||||||
<h1><a class="title" href="{{ .RelPermalink }}">{{ .Title }}</a></h1>
|
<h1><a class="title" href="{{ .RelPermalink }}">{{ .Title }}</a></h1>
|
||||||
{{ partial "metadata.html" . }}
|
{{ partial "metadata.html" . }}
|
||||||
<div>{{ .Content }}</div>
|
<div>{{ .Content }}</div>
|
||||||
|
|
Loading…
Reference in New Issue
Block a user