Version 1.01 Changelog

The Adventure is Complete!

June 24th 2021

Major Changes

(final)

  • Finished the last 2 levels in the adventure

  • Changed a few adventure level puzzles

  • Added a bubble disruptor variant

  • Added a "Spawn Clouds" option onto Monsters/Friendlys to be used with the Rain Cloud Friendly

  • Made the bubble and freeze projectiles able to be bubbled/frozen

  • Made pegasus boots colorable

  • Added a bunch of decorations and new rooms to the castle level (including a new throne decor)

  • Added a "Push Strength" option on monsters that defines how many boxes they can push

  • Made some changes to the movement system to fix various problems

  • Made snowballs killable and interact with certain hazards in special ways

(Mini-Update 4)

  • Added some new readouts for diamond counts when hovering over a chunk in the minimap

  • Added support for deleting saves from the save slots menu

  • Added a "Fast Travel Blocker" entity

  • Added a "Player Color" reset option to resetters

  • Added a "Focal Point" entity for minimap display of puzzles and secrets

  • Added a "Show on Minimap" option to Portals and Teleporters

  • Added support for "untethered" chunks in a level that show up at the top or bottom of the minimap rather than in their true location

(Mini-Update 3)

  • Fixed a bunch of the puzzle levels and added a few new puzzles’

  • Fixed some problems with various adventure levels

  • Tried to fix the shader compilation issues by not worrying about 1 byte compilation logs

  • Added a flower button to the adventure screen that allows you to re-visit the end screen

  • Added a "Multi Trigger" entity

  • Added a little progress pie chart on the purchase sign button

  • Changed the default key bindings to be Z to undo and cancel

  • Fixed problems with the tutorial and intro cutscene accidentally getting skipped

  • Added a way to skip the entire intro cutscene

  • Added a bit of animation and sound effects for sheep

  • Added an "Only Player" option to painters

  • Added a "Style" option to color fields and some square shape options

  • Added some new triggers to the death timer

(Mini-Update 2)

  • Fixed a memory leak that was making the game run slow after a while

  • Added a few more puzzle levels and redecorated and refined a bunch of them

  • Added a "Friendship Detector" meta trigger entity

  • Player 2 now copys player 1's inventory when spawning in with friendship mode

  • Made monsters adhere to turn triggers more rigorously

  • Added an option to diamond doors to turn off the diamond particles when the count decreases

  • Added "Diamond Sparkles Enabled" option

  • Added "Editor Place Sounds Enabled" option

  • Added a key glyph

  • Added "Give to All" option on the sword pedestal

  • Added a "Light Radius" option to candles

(Mini-Update 1)

  • Fixed problems with various puzzles in the adventure.

  • Added achievements for petting and feeding your first dog

  • Added a new level border style

Other Changes

(Final)

  • Fixed a bug with ground cover and trap doors on ice

  • Fixed rolling and sliding entities when on ground covered

  • Made "Auto Pull" monsters not rotate when move attempts fail

  • Fixed limited use arrows not actually decrementing use counter

  • Fixed momentum transfer happening on boxes moved by gravity running into 0 weight objects

  • Fixed some incorrect logic for what objects are allowed to move onto occlusions

  • Added dog biscuits to all old adventure levels that had a dog

  • Fixed some rendering bugs with various invulnerability boots and trap doors

  • Added support for placing things under dirt walls in the editor

  • Fixed effect pads bubbling/freezing newly thrown projectiles when the player is standing on them

  • Fixed bags not getting ungrabbed when bubbled/frozen

  • Added options for the paint and bubble powerups in the taker entity

  • Undo state now gets saved when pushing a box while on ice

  • Added support for digging toggle and fake dirt walls

  • Made all players move when a player teleporter is activated

  • Added an exclamation mark on incorrectly configured TriggerGate, Relays, or MultiTrigger entities

  • Fixed tetris blocks not processing when dropped out of bubbles and when painted

  • Fixed some inputMethod problems with crystal balls and key anim glyphs

  • Fixed table decor being below ground cover when it shouldn't

  • Fixed moving bubbled barrels not falling in water immediately when popped

  • Fixed the "Follow Player" AI so it will attempt to follow players it can directly see next to it through portals

  • Fixed the "Orthogonal" active area option so it accounts for portals properly

  • Fixed meta diamonds used in entity counters being counted by the completion menu

  • Fixed completion percentages being rounded up sometimes

  • Fixed the event trigger for swing sword not saving undo steps

  • Made the bubbled dog feedable

(Mini-Update 4)

  • Made the minimap viewer more performant

  • Fixed the diamond count total when revisiting a level

  • Changed the default keybinds back to Z to active and X to undo

  • Fixed new puzzle levels being locked when added to a pack purchased in a previous version

  • Put deleted saves in a temporary DeletedSaves folder in case someone accidentally deletes their save

  • Fixed the dog petting loop

  • You can now teleport to the start location even after starting the level

(Mini-Update 3)

  • Worked on the Spanish translations a bit

  • Fixed some problems with the threaded debug output

  • Fixed some achievements being unlocked in the demo version

  • Added a close button to the bottom of the settings menu

  • Fixed a bug with cracked floor and portals/teleporters

  • Fixed a crash when minimizing the game at various points

  • Fixed resetting of diamonds in bubbles and made chests with previously collected diamonds auto-open

(Mini-Update 2)

  • Fixed a bunch of problems with friendship mode in the adventure levels

  • Added a new level background option "Boards"

  • Fixed coop border colors in all adventure levels

  • Fixed problem with opening crystal balls when players are standing on top of each other

  • Fixed purchase button for puzzle and friendship packs with controller

  • Made givers not usable when covered by toggle walls

(Mini-Update 1)

  • Deleted some puzzles from the puzzles packs that were used in the adventure (more puzzles coming soon)

  • Fixed some key binding problems with the credits mini-game

  • Fixed a problem with piston arms getting attached to the parents on the wrong side using portals

  • Fixed some reset after death problems and resetting of fake players

Version 1.0 Changelog

Version 1.0 Changelog

New Levels, New Music and New Features

March 24th 2021

Major Changes

(Final)

  • All of the songs have been redone and a bunch of new songs have been created

  • All of the adventure levels have been tested and there are now 21 levels spread over 7 packs (257 puzzles)

  • Redid the entire settings menu from the ground up

  • Made a little pie graph that shows above the players head when undoing

  • Added a fancy transition from the intro cutscene to the first level

  • Changed the way the inventory looks

  • Added limited use projectile powerups

  • Added a "Fake" player variant that can be programmed to carry out a set of actions

  • Added a special "Here" group number that links triggers and receivers that are on the same space

  • Fixed the way crystals camera views position themselves on screen

  • Updated the diamond and puzzle icons/counts that appear in the top left of the game app state

  • Added a fast travel enabler entity

  • Added a new tab to the editor pick menu for decorations

  • Made rolling barrels and boulders kill monsters

  • Allowed opening of tool window while pick menu is open in the editor

  • Updated the animations in the intro cutscene

  • Added a "width" option to disruptors

  • Add a bubble powerup

  • Made bubbles 0 weight and get pushed by wind

  • Added an option to turn on a grid overlay

(Mini-Update 1)

  • Added a mini-game to the credits screen

  • Added a few more achievements

Other Changes

(Final)

  • Added a "True Random" option on the level options entity that makes the random seed source from timestamp at level start

  • Made game sound effects really quiet when the window isn't in focus

  • Added a button to pause the recordings on the main menu

  • Added an achievement for beating the credits minigame

  • Added support for control+clicking on +/- butons in entity options to change +/-10 at a time

  • Made wall buttons holdable by the player

  • Fixed some problems with merging/splitting views in 2 player mode

  • Added an option to painter entity to copy color from triggering entity

  • Delayed the sound effects loading so it takes place over the first few seconds of the game rather than during the loading screen

  • Added a palette editor tool (available only in developer mode)

  • Fixed copying and pasting trigger ties and Dialogue Givers in the editor

  • Added a system to protect against crashes that happen when a level is auto-loaded when the game starts

  • Made table decor spawnable

  • Made the logo glyph use the new larger logo

  • Disabled freezing of non-movable items like levers and turrets

  • Made bubbles pop on fire and spike traps

  • Fixed some memory leaks

  • Fixed trap doors covering floating slime/ice and cracked ground

  • Fixed wind priority when two wind streams overlap

  • Fixed the way fireballs look when hitting moving surfaces

  • Fixed the way projectiles hitting the shield look

  • Added 2-player support to the input display

  • Added some new trigger types to rails and monsters

  • Made ground cover properly cover traps

  • Made broom constantly appear above ground cover

  • Added a light radius option on fire stands

  • Fixed multiple sounds being played in a row overlapping (like diamond sounds)

(Mini-Update 1)

  • Changed the way we handle failed shader compilations and added a backup shader to try and handle compile failures in main.glsl and tile.glsl

  • Fixed some problems with music queues

  • Fixed a crash when you change window resolution

  • Fixed a crash caused by old settings in the settings.cfg file

Version 0.13 Changelog

Version 0.13 Changelog

New Intro, New Adventure Levels, End Game, Acheivements, and so much more!

January 20th 2021

Major Changes

(Final)

  • Changed the loading screen logo and background color

  • Implemented some achievements

  • Added a feedback menu that can be accessed by pressing F8 anywhere in the game

  • Added a new Fan entity that pushes projectiles and rolling objects at a distance and can reflect off mirrors

  • Added support for linking triggers and receivers together using an explicit location "tie" system rather than group numbers

  • Changed a few things in the beginning adventure levels

  • Added a "Start From Beginning" button to the minimap in the main menu

  • Added a bunch of new graphics and animations to the intro splashscreen

  • Added a bunch of new roof variants which allow for more lighting levels and multiple lighting levels underneath a single roof group

  • Added some more trap door variants

  • Added some overhead decor meant to make the hedge wall more interesting

  • Added a depth layer option on overhead decor

  • Made piston arms start placed through portals

  • Made the lightning dungeon walls animated

  • Reorganized the main menu and added small buttons for settings and other things at the top of the screen

  • Fixed some key-binding usages and changed the key-binding list a bit (most notably the rotate and color/tool picker bindings in the editor have swapped)

  • Added a quick speed change button that can be held down to make the game run faster temporarily

  • Added a better animation for respawning

(Mini-Update 3)

  • Finished the end screen banner text

  • Added a castle level that you can walk around after purchasing your castle

  • Added support for moving furniture in the castle level

  • Made the music fade out to a low volume when the window isn't focused

  • Added a new splash screen that shows up with a new logo after the piggybank studios animation at the start of the game with a new song to match

  • Added trap door entities

  • Added a paint projectile variant and powerup that allows you to throw painting bullets

  • Added "Dialogue Giver" entities like a sign and an NPC

  • Added support for "discovering" puzzles in a level

(Mini-Update 2)

  • Changed the easing style for entity movement and added a setting in the gameplay options to choose which easing function is used

  • Added support for diagonal fireballs and lightning projectiles

  • Fixed a bug with png level sharing where meta items were being rendered twice

  • Changed the way resetting works with puzzle regions so it works with resetters set to other active areas besides just "region" and resetter using the reset button is not possible outside areas that have a resetter

  • Added an exclamation mark above the player's head when discovering a secret. Changed the secret icon on the main menu to be an exclamation point

  • Fixed some problems with the instant view moving options

  • Added a checkmark over the resetter for a puzzle region when the puzzle is complete

  • Added some indicators for what the resetter is going to reset when standing on it

  • Redid the option buttons on the adventure screen of the main menu.

  • Split the inventory system to track the inventory for player 1 and player 2 seperately. Made certain powerups colorable. Fixed some of the logic for resetters when "Reset Powerups" is enabled

  • Added a completely new level for Desert Deadlands pack

(Mini-Update 1)

  • Added some halloween related decorations

Other Changes

(Final)

  • Fixed a bug that would cause the game to freeze when two portal shots hit a wall back to back

  • Fixed a bug with the diamond counters not counting things inside chests

  • Optimized the roof group calculation that happens when starting a level

  • Disabled controller input when the window doesn't have focus

  • Added support for entity tags

  • Disabled held item rotation for the princess

  • Updated the way the reset logic works

  • Added a bunch of stuff to support a level editor for Akurra

  • Fixed an assertion happening on the GPU memory size request

  • Fixed an assertion happening when you initialize a text box in the editor pick menu

  • Made the notifications show up on the left side while in the main menu

  • Fixed an assertion in the editor when placing larger than 1 space entities

  • Added the control indication on the first princess in the entities list while in the editor

  • Made some of the fragile decor that goes on walls depth change based on whether a wall actually exists next to it

  • Changed the sand ground variant color and added a slightly darker version

  • Fixed a bunch of problems with replays (some animation times have changed as a result)

  • Updated a bunch of text boxes to use a new text box implementation

  • Deprecated old LevelState serializations (used for mid-level saves and recordings)

  • Changed the way the reset logic works. Added a thought bubble for "undo" when after you're dead

  • Fixed crystal balls not opening for player 1 in merged view mode

  • Added question mark option for crystal balls

(Mini-Update 3)

  • Changed the way we look up entities at specific locations to make it more efficient and work with larger entities like tables and other furniture

  • Moved back to the standard library mem... and str... functions for performance reasons

  • Added a timeout on the main menu that will automatically bring you back to the intro animation

  • Updated the way the music directory entity works and change the timing on music transitions

  • Made color fields triggerable on/off and changed the look of the fields a bit

  • Added options to sensors and lights to make them resetter immune

  • Solved a bug with rotating entities inside ice blocks and bubbles

  • Fixed some problems with the settings serialization

  • Added a new rocky roof type. Added a large rock decoration

  • Fixed some control hint display problems in the crystal ball in level 1 and other places

  • Fixed sensors and entity counters counting dying entities

  • Added some cheat codes that can be activated by pressing certain buttons in a certain order

(Mini-Update 2)

  • Fixed the crash (assertion failure) behaviour in release mode so it shows a dialogue box and closes if too many assertions happen in a row

  • Fixed rendering of some tiles out of bounds

  • Updated color of diamond particles for non-standard colored diamonds

  • Resizing the level in the editor now updates the "modified" flag properly

  • Made fake wall revealing work better when the views are merged in 2-player levels

  • The player now jumps to the closest resetter if there is multiple resetter available to them at the same specificity level

  • Fixed reload_settings command not working in some cases

  • Fixed a crash in the game when pressing escape and tab at the same time

(Mini-Update 1)

  • Fixed some button presses in various menus being handled by the game upon return

Version 0.12 Changelog

Version 0.12 Changelog

New Adventure Levels, New Adventure Screen, Destructibles, and so much more!

September 12th 2020

Major Changes

(Final)

  • Added a bunch of new levels to the adventure mode (Some of the later ones might not be possible to 100% yet, they are still a WIP)

  • Added an animation for unlocking the next pack in the adventure

  • Added a bunch of new graphics on the "Adventure" section of the main menu

  • Added destructible boxes and cuttable grass

  • Added some footstep particles to various tile types

  • Changed the way the default level render are is chosen so you don't always have to place a Preview Camera entity. Also fixed some problems with the share button not working when the level render is too large

  • Added a trigger option on the "Led Door" entity

  • Added a sound effect to the view moving between chunks

  • Added a "Don't Reset" option to teleporters

  • Added a small progress arrow variant

  • Updated the graphics for the Sword Pedestal entity

  • Added a transparency option on crystal cameras. Also added an option for square versions

  • Added a splash animation for boxes falling into water

(Mini-Update 2)

  • Added recording playbacks to the main menu

  • Added a "Glow" option to diamonds

  • Added a "Same Rotation Only" option to Sensor entities

  • Added triggering support to Progress Arrows so they can be enabled/disabled using triggers

  • Made metal boxes push spike traps down

  • Added a few new border options in the Level Options entity and updated the lava border look

  • Added some bedroom themed decorations. Updated the lava carpet floor color.

(Mini-Update 1)

  • Made the selection tool work with the delete button. Added a bit of "smarts" to what it fills the deleted/cut section tiles with

  • Added a "Sokoban Helper" option in the "Accessibility" settings menu. This is an interesting little bit of logic that tries to help you visualize what box movement options are available to you and tries to rule out the simplest type of incorrect moves.

  • Updated the way the bucket tool works in the editor to be more efficient and easier to see what is going to be filled/replaced/deleted

  • Changed new level logic to copy New_Level.lvl found in the Resources folder. Changed the default place mode when entering the editor

  • Added some logic to the editor that checks if various options on entities "matter" based on the values of other connected options and displays them in red with an 'x' when they don't matter

  • Added the Completion Trigger entity which can be used to make the level different when you replay after beating the first time or to change the state of a puzzle after you beat it on a previous playthrough

  • Added a new entity called a "Transporter" that allows the player to get in, teleport with other connected transporters by pressing left/right and then get out at the desired location

  • Added some more decorations. Updated the look of the pusher "Conveyor" variant

Other Changes

(Final)

  • Added "On Open & Close" trigger option to monster doors

  • Added some water and lava interaction on the cave rock solid decorations 1, 3, and 4

  • Changed the color of boxes in water and lava slightly so they are easier to distinguish

  • Reorganized the groups in the editor pick menu

  • Changed some things on the first adventure level

  • Added a couple new arrow glyphs

  • Fixed a bug with the completion precentages on packs and levels

  • Added a sound effect to exiting the first settings menu and starting a new game

  • Changed the grass on the tutorial level

  • Added an "Intro Cutscene" button on the main menu

  • Changed the sounds for key pickup and key door opening. Also started spawning a "key taken" icon when opening a door

  • Added a "Director Mode" cheat for use at SiX

(Mini-Update 2)

  • Worked on a Recording Editor that can be used to view and modify recordings (Currently only available in Developer Mode)

  • Fixed Z button not working in the new completion menu when only the "Main Menu" option is shown

  • Fixed the Diamond Door "Ignore Hollowed" option not working properly

  • Made it so table decorations can't be placed on candles

  • Made the light powerup effect the fake wall reveal radius as well

  • Made "Offscren Indications" enabled by default on player entities

  • Changed the offscreen indications rendering position to be a bit more intuitive

  • Fixed the diamond door counting for massive and more than 1 count diamonds

  • Made occlusions disperse when the princess attempts to walk into the space but is blocked by a solid entity under the occlusion

(Mini-Update 1)

  • Updated the look of the "Grass", "Leaves" and "Crystal" viewport border types

  • Added support for quickly resizing levels by holding down the button

  • Re-enabled resizing the level while using the selection tool

  • Fixed bubble vents animation and inner variant

  • Changed and fixed various decorations

  • Fixed some problems with the purchase puzzle pack screen

  • Optimized loops over entities of a certain type so that a bunch of game logic can run a lot more efficiently

  • Made "Coop Collision" disabled by default on the player entity. Enabled "Monsters" and "Diamonds" categories on resetters by default

  • Fixed single use option on Portal spawner variant killing the entire entity rather than just closing the portal

  • Update the way disabled and fully disappear teleporters look. Also changed the outline color of two-way teleporters

  • Updated the flashlight light area. Still a WIP sprite

  • Optimized the logic for sensor entities a bit

  • Fixed the text sometimes disappearing in the option value selector list

  • Fixed a bug with elevators spawners

  • Updated the look of metal barrels a bit

  • Implemented the trigger options on “Player Seperators”

  • Fixed a bug with spike/fire trap's "Activate On Step Off" option

Version 0.11 Changelog

Version 0.11 Changelog

New Completion Menu, Massive Diamonds, Snowman Mechanics, and so much more!

July 26th 2020

Major Changes

(Final)

  • Completely redid the Completion Menu that shows up when you activate the exit. The new menu also allows you to continue playing from where you are at if you want to try and get more things done in the level before leaving

  • Updated the sprites for diamonds, gold bars, and red diamonds

  • Changed the logic for teleporters to entities that used to just block the receiving teleporter actually swap places with the entering entity

  • Made boxes unable to be on spike traps (exept metal and void boxes) and made spike traps destroy boxes when they activate

  • Added snowball entities a snow ground cover variant to make the mechanics from “A Good Snowman is Hard to Build”

  • Added some new tree and large mushroom decorations

  • Updated the font used for level titles

  • Added a better animation for LED pads getting lit

  • Added an extra trigger type and group to the rotator entity so a single one can be used to rotate clockwise and counter clockwise

  • Added a "massive" option to the diamond entity

    (Mini-Update 8)

  • Added 2 new forest ground variants

  • Added a bunch of forest decorations

    (Mini-Update 7)

  • Added a "Share" button in the level browser that allows you to package levels into a PNG file to share with other people (The PNG file has both the render image AND the level itself packaged into a single file that looks like a regular PNG but can be dropped onto the game window to add the level to the game like any other .lvl file)

  • Added a "gen" command that allows you to generate procedural room-like structures while in the editor

  • Added a "Multi Princess" option in the editor start menu to make it a bit easier to place multiple princesses in a level

  • Added an "Auto-Respawn" option on the player entity which make the player respawn itself when dead without resetting or loading a save state. The princess will be placed on it's resetter in the puzzle region that it died in or in it's original location in the level if there is no such resetter/puzzle where she died

  • Added an "Offscreen Indication" option on the player entity that can be useful to keep track of multiple princesses in a level

  • Redid the options on Spawners. Added a "Silent" option. Added options to change which entities the spawner counts when using the max count option

  • Added a "Same Color Only" option on the Sensor entity. Got rid of the SameColorEntity detect option and added a "Table Decor" detect option instead.

  • Made require doors and popup walls kill entities when they close (just like how toggle walls work)

    (Mini-Update 6)

  • Added an "Event Trigger" entity which is intended to be used as a way to detect when the player makes the first substantial move in a puzzle (like the first time a box is pushed, first lever pulled, first diamond picked up, etc.)

  • Changed the way we distinguish fake walls and toggle walls in the editor

  • Added a decorative slime trail left behind by slime boxes

  • Added support for coloring tiles and walls from the options tab of the pick window

  • Added support for rotating pistons while they are extended

  • Changed the way pistons look and added a couple variants. Also added an option to show an LED on the piston

  • Added a Color Field entity which can be used to block entities that aren't the same color

  • Updated the icons for various tools in the editor. Moved the tool UI element to the right below the place mode buttons. Added support for left/right clicking on the tool icon to change the tool

  • Added a "No Sound" option to pistons

    (Mini-Update 5)

  • Added a number display variant of the crack entity

  • Made crack entities colorable

  • Added an option to cracks to have them spawn a number particle when they get stepped on

  • Added a trigger option to crack entities

  • Cleaned up the way the factory floor types connect and made them colorable

  • Added an option to turn off footstep sound effects

  • Added an ambient dungeon track that can be played using the music queue or music directory entities

  • Added a "View Target" entity that's mostly useful for trailer and cutscene creation but may be expanded on more later

  • Added a -mouse command line argument

  • Added an option to turn off the stopwatch display icon when the game is sped up or slowed down

  • Added an option to enable a viewport scale widget that shows up on the right side of the screen when your mouse gets near it and allows you to manually adjust the scale of the game viewport

  • Added a bunch of new decorations, some tile types, a new chest type, and a work-in-progress roof type. Also changed the way the basic brick tiles look

  • Updated the graphics for wood boxes and barrels. Updated the graphics and added an animation to slime boxes

    (Mini-Update 4)

  • Added a new dog variant

  • Added some sand decorations from Cayla. Added an angry tree decoration from Devon.

  • Added some new ground variants and reordered the ground variant list in the editor

  • Added some new wall variants and reordered the wall variant list in the editor

  • Added some options to resetters to disable particles and sound when it resets. Also added an option to resetters to respawn players when it's activated (used for coop levels)

    (Mini-Update 3)

  • Added a "Passalong" entity that helps you push boxes through corners. We may change exactly how this entity works but the initial implementation is really interesting so far

  • Added support for holding down the undo button

  • Added a sound effect and animation to undos

  • Made resetting in Coop mode work better when two players are in the room and not already standing on their respective resetters

  • Fixed the selection tool rendering in the editor

  • Updated the way the editor cursor looks and added better visualizations for the cursor when using the rectangle tool

  • Added a handled variant of the mirror. Changed the color of the support structure on mirrors.

  • Added an option to painters to not allow painting of the princess. Fixed some of their behaviors to make them more intuitive to use. Made their single trigger option actually show a visual change once triggered.

  • Added support for placing wall buttons on pistons, spawners, bushes, various doors, and laser receptacles

    (Mini-Update 2)

  • Added an option to Death Timers that allows them to count multiple items moving in single step

  • Added options to Death Timers to allow them to track the movements of other entities besides players

  • Added "No Particles" and "No Sound" options to Death Timers

  • Updated some of the graphics for keyboard buttons to a new higher resolution style

  • Updated the input device displays that show which controller/keyboard arrow keys to use for each viewport in coop mode

  • Added an option to turn on and off the occasional sparkle particle effect on diamonds

    (Mini-Update 1)

  • Fixed a crash with the news page when it was trying to load long changelogs

  • Added an option to reset diamonds on the resetter

  • Added a meta version of the resetter that can be activated by a trigger

  • Changed some of the puzzles in the Demo Showcase and Adventure levels to use the new Diamond Resetting Resetters

Other Changes

(Final)

  • Fixed the "Stay On When All Lit" option on LED Pads. Also made mouse and spider pads rotatable and only work if the mouse/spider on top of them is rotated properly

  • Updated the graphics on require doors a bit

  • Changed the logic for completing a level to only require the view target princesses to make it to exits

  • Made entity counters way more efficient in most simple cases

  • Fixed a bunch of bugs with the recording and recording playback

  • Potentially fixed the "Show in Folder" button for Windows 8.1

  • Fixed the problem of not pickup up thing when coming out of the destination teleporter

  • Fixed a problem where monsters sometimes rotated when being pushed by pushers

  • Resetters no longer take away the sword powerup when "powerups" is enabled as a reset category

  • Fixed a memory leak in the GIF encoder

  • Changed the "The End" level. Also added discord link crystal balls

    (Mini-Update 8)

  • Added a powerpoint-like presentation system for my own use that can be opened using the "present" debug command

    (Mini-Update 7)

  • Implemented secondary color options on the snow covered rocks

  • Added an arrow above the princess who is the view target when multiple princesses are in the level that the view could follow

  • Fixed some problems with the view retargeting when one of the princesses dies while other ones are alive

  • Worked on cleaning up the way we handle errors when deserializing things from various file formats

  • Started working on the notes tool in the editor to place down notes for use during development

  • Changed the color options on coop player entities a bit

    (Mini-Update 6)

  • Made the level editor save changes if the game is closed without entering test mode or returning to the menu first

  • Fixed some problems with placing and deleting with the rectangle tool when the cursor leaves the level area

  • Fixed some rendering bugs with the selection tool and pasted regions

  • Fixed the control hint text in the editor for various tools

  • Fixed some logic behind swinging the sword for various purposes and killing monsters in the process. (like when popping a bubbled monster with your sword)

  • Made the default color painter show a water drop icon and make a splash animation when painting

  • Added a little princess icon for painters that support player entity coloring

  • Fixed teleporters allowing teleportation of entity onto carpet when that entity isn't normally allowed on carpet

  • Fixed the player not auto-targeting monsters through portals to the left or right

  • Made wooden piston arms burnable and made broken piston arms get killed by hazardous tiles

  • Fixed the tool/color window opening when it isn't supposed to (like in the pick menu)

  • Fixed the color options displayed in the tool/color window for selection and painter tools.

  • Fixed the depth/overlap of the preview window and place mode entity rendering in the level editor

  • Got upside down mode working

  • Fixed a bunch of problems with the way we were handling debug output information. Also added a little visual to the debug console for debug output that comes from helper threads

    (Mini-Update 5)

  • Fixed a problem with the game sometimes crashing when dying from a monster crossing moving in the opposite direction of the players movement

  • Fixed cracks not fully breaking when walking off them through a portal

  • Fixed a bug with variants of the same type adopting options they shouldn't in the editor pick menu

  • Updated the colors of the tesselated floor type

  • Fixed respawn zones not working

  • Fixed a crash that would happen if you move the window while it was loading the application for the first time

  • Fixed the loading bar not showing up properly when the application is first starting up

  • Updated the loading bar percentages so it matches the loading progress a little closer

  • Added an "args" debug command

    (Mini-Update 4)

  • Made cracks show up a bit better on most black ground types

  • Fixed a bug where dying players keep their held items

  • Fixed the color of the player needed animation that spawns when a resetter isn't occupied and prevents the reset from happening

    (Mini-Update 3)

  • Added a "dump" debug command that will make a debug output dump file (kind of like a crash dump) without needing a crash to happen

  • Fixed entities being left in a "grabbed" state when the grabbing player starts dying

  • Standardized the way we reason about killing entities for various causes

  • Disallowed placing multiple table decorations in a single spot

  • Made toggle walls break boxes and mirrors when closing

  • Made mirrors die when pushed into water/lava/holes

  • Fixed a problem with the redirects of player input after going through portals not pickup up in quick releases of the movement button

    (Mini-Update 2)

  • Fixed various things in the first couple adventure levels

  • Fixed the auto-enable/disable option on pushers when triggered by things like pressure plates that trigger the pusher after the resolve movement step has happened

  • Fixed a rendering bug with the death timer counter in coop levels

  • Flipped the default viewport positions for player 1 and 2 in coop levels

  • Fixed dying players being solid

  • Made the player update held items positions as they walk around with them rather than just when they are placed down

  • Made entity counters count items in chests and items being held

  • Fixed a rendering bug that happens when the princess is holding an item and moving in a different direction than she is facing

    (Mini-Update 1)

  • Made the game re-render while the window is being resized

  • Got rid of the need to run vc_redist.x64.exe when installing the game

  • Changed the way diamonds get collected so the entity doesn't actually get deleted, it just get's turned invisible

  • Changed the way hollowed diamonds look

  • Started working on a custom audio layer that doesn't use OpenAL

  • Changed the way we initialize Steam and the way we handle the application exe getting run directly

Version 0.10 Changelog

Music, Googly Eyes, Bubbles and More

May 25th 2020

Major Changes

(Final)

  • Added a bunch of new song options to the Music Queue entity (All of the songs are still unfinished and many of them don't loop properly)

  • Added music to the main menu and editor, as well as all of the adventure maps and the demo showcase

  • Added a Relay entity to help diversify the logic for triggers and groups in general

  • Added a Gate entity that acts sort of like a transistor for triggers

  • Added a bunch more trigger options to the death timer entity. Added an option to have the trigger reset the timer

  • Added an arrow above the players heads in coop mode to help keep track of which player each viewport is for

  • Darkened and changed a bunch of colors for various tile types. Made the "tiles" palette color to be slightly bluish

  • Added a Music Director entity which can help manage switching between two songs while the player goes through a level

  • Added some options that can be set by passing arguments to the game on the command line

    (Mini-Update 7)

  • Added some new decorations and a couple new floor types

  • Added an option to diamond doors to ignore hollowed diamonds

  • Added an option to levers to hide the hint bubble that shows up when the player looks at them

  • Added an option to exit entities to hide the offscreen indication

(Mini-Update 6)

  • Added an Auto-Play option to the Music Queue entity. Added a preload as well

  • Added a googly eyes decoration entity that attaches to the top of boxes and animates when you push them

  • Added a new desert wall type

  • Added some new ice decorations

  • Added a new cartoonish tree decoration that can have eyes be put on it

(Mini-Update 5)

  • Added single use portals

  • Added a new tool window to replace the other color wheel

  • Updated the Random AI type for monsters so it's more satisfying and is deterministic

(Mini-Update 4)

  • Added a Display entity that can help display entity counters, numbers, and timer values to the player

  • Added an option to allow LED Pads to light up from moving entities

  • Added some new options to LED Pads to make them disappear when satisfied and stay lit when satisfied once

  • Changed the logic for the "Run From Player" Monster AI type

  • Made the default color of the LED Door show up as a rainbow door and it requires all colors of LED Pads within the same connection group to be satisfied. Also made the default LED Pad accept any colored box

  • Added a sword "bonk" animation and sound effect when you swing your sword against solid surfaces

  • Added a few more transformations on Copy Player monster AI types

(Mini-Update 3)

  • Added a bunch of new candy decorations from Cayla

  • Added a ground bubble decoration from Devon

  • Added an option to turn on a input visualization that looks like a controller

(Mini-Update 2)

  • Added a new ice block variant that looks like a bubble. This variant can be popped much easier than the regular ice block can be unfrozen

  • Added an effect pad that can bubblify things that stand on top of it

  • Added a bubble projectile that can bubble things it runs into

  • Added a custom glyph entity

  • Added an option to change the light radius on torches and lights

  • Added some new bubble decorations

(Mini-Update 1)

  • Added a bubbles occlusion variant

  • Added support for level serialization version 1.14

Other Changes

(Final)

  • Added a bit of animation to the broom when you start/stop sweeping. Made the sweep overlay only show up if there is ground cover to sweep

  • Fixed the holding position of the shield a bit

  • Fixed a problem with the weight of rolling objects that have gravity

  • Fixed petting dogs from the back

  • Updated the control hint text for various interactions

  • Fixed the thought bubble button display in coop mode. Also added support for larger button images fitting in the thought bubble

  • Fixed wall buttons being able to be pressed by the player from any side

  • Fixed the input display and inventory when the player screens have swapped sides in coop mode

  • Fixed some of the key bindings presets for coop mode

  • Fixed some connection display problems when "Show Groups" is enabled in the editor

    (Mini-Update 7)

  • Renamed "Save and Quit" to "Save and Quit to Desktop". Added a hint about what to do when trying to exit current level with new items obtained

  • Small changes to the first adventure level and the demo showcase

(Mini-Update 6)

  • Change the color of ice blocks and other related ice things

  • Fixed a GPU memory leak when destroying offscreen frame buffers in OpenGL

  • Fixed Tetris Blocks not disappearing when picked up and placed down by a player with the pickup gloves

  • Fixed dying entities being allowed to be picked up by the player

  • Fixed the new tool window eating arrow key inputs in the editor when it's not open

  • Fixed timers receiving triggers on their main group number when they should only receive triggers on their Recv Group number

  • Moved the tile types that act like carpet into the "Carpets" section in the pick menu of the editor

  • Removed a bunch of old textures, sprites, and sheets from the game resources

  • Redid the way we manage resources so things are only loaded when needed and unused graphics are unloaded after not being used for a while

  • Fixed some bugs with running on high framerate monitors

(Mini-Update 5)

  • Updated the Pack Icons for the first 3 adventure packs

  • Fixed the rendering of the rendering of half transparent items (like bubbles) held in your hands

  • Fixed the ghost not being allowed to walk on deactivated toggle walls

  • Fixed a problem with projectiles dying when being unfrozen or popped out of a bubble

  • Re-enabled monsters rotating when they try and move but can't

(Mini-Update 4)

  • Fixed a bug with the movement system that was causing weird movement results when monsters walked by monsters that were trapped in a rail box

  • Added proper support for the look of complex toggle walls when they open. Also added options to disable the particle effects for "Fully Disappear" toggle walls

  • Added a fully disappear option to rails. Changed the "Corners" option to be easier to work with.

  • Renamed Lit Doors to LED Doors and Light Pads to LED Pads

  • Added an option to turn off the idle dance animations for the princess

  • Changed the colors on LED Pads and the lit LEDs on top of boxes

  • Fixed the connection groups display for LED Pads and LED Doors

  • Fixed the WASD keys moving the editor view even when the debug console is open

  • Fixed the death timer counting down even when the player wasn't able to move

(Mini-Update 3)

  • Fixed a problem with resetting while holding something in your hand

  • Changed the custom glyph entity depth

  • Made the broom sweeping store an undo step properly

  • Fixed "On Player Move" monsters making the game record an undo step (we might change this later so that only monsters that are on screen and have "On Player Move" enabled will record undos)

  • Changed the way the activate button works when using brooms to make it easier to use

(Mini-Update 2)

  • Added a sound effect to the dissipating bubble occlusions

  • Added some wall decorations

(Mini-Update 1)

  • Changed the glyph and text offset options to use a new signed integer option type

  • Added the ability to disable the emboss on text entities

Version 0.09 Changelog

New Main Menu, Ice Blocks, Occlusions, and Ground Cover

April 21st 2020

Major Changes:

  • Replaced the entire main menu system with a whole new one

  • Added support for having multiple save files and switching between them in the main menu (deletion/duplication coming soon)

  • Added support for template level files which restrict resizing of the level and deletion of certain walls

  • Added a Ground Cover that can cover things on the ground and disable their effects. Added a broom pickup that can be used to sweep away Ground Cover entities

  • Added Ice Block entities that can hold things and be pushed around

  • Added a Freeze Rod powerup that allows you to throw projectiles that freeze things

  • Added freezing and melting Effect Pads

  • Added a cloud looking Occlusion entity that hides things and doesn't allow enemies to pass through it but dissipates when the player steps into the space

  • Made lasers change colors when passing over painter entities

  • Started working on a shuriken throwable pickup item (unfinished)

  • Started working on a shield pickup item (unfinished)

  • Replaced 2 of the levels in the demo showcase

  • Added a short tutorial level

  • Added some new decorations and a wall type used for the king's palace at the beginning of the tutorial

Other Changes:

  • Added some preset keybinding options that allow you to play the game with WASD or IJKL. Changed some other things in the settings menu

  • Changed the icon for puzzles to be a jigsaw puzzle piece

  • Changed the way we allocate entities in level structures

  • Added the ability to do debug output from mylib and get line numbers from the debug outputin the platform layer

  • Changed the way the reset button works when inside a puzzle area. Changed the wording of the reset options on the in-game menu

  • Fixed a save game world location deserialization bug

  • Moved the demo showcase level into a new LevelType so it shows up properly in the new main menu. This will cause progress on the showcase to be lost unfortunately given the way the current save game works

Version 0.08 (Patch 2) Changelog

Various Fixes and Debug Options

March 31st 2020

  • Made the turrets stop firing when you aren't in the room

  • Moved a tree and made the harder solution be optional in the barrels in the grass puzzle

  • Added a reward for completing all 20 puzzles

  • Changed the portal colors of the 3 different rows and added numbers to help distinguish them and make it clearer what the layout is

  • Added a princess jumping animation to the main menu

  • Added a crystal ball explaining the pickup gloves

  • Fixed the friendship mode option when "Allow Respawn After Death" is enabled

  • Fixed a way to cheese the void block+piston+portal gun puzzle

  • Added a graph to show the performance of the game step

  • Added a way to toggle developer mode options from the debug console

  • Changed the pack texture for the demo on the main menu

  • Added a bunch of debug helpers and error checking to the OpenAL implementation so hopefully we can solve any audio problems people might have

  • Fixed the order/placement of the slower/faster text in the control hint crystal ball

  • Fixed a problem in one of the portal levels that can get you permanently stuck in the room with no way to reset

Version 0.08 Changelog

Lasers, Painter, Dogs, and a Free Demo

March 26th 2020

Major Changes:

  • Created a free demo for the game available on Itch.io and Steam. Implemented a bunch of features related to the demo version

  • Changed the way grass looks and added a bunch of decorations to the adventure levels

  • Added some a bunch of new floor and wall types

  • Added lasers, receptacles, and mirrors

  • Added a new Painter entity which can be used to paint entities that are placed into it

  • Added a Popup Wall entity that becomes a wall when the player walks off it

  • Pushed the loading of the level render images till they are actually needed so that the game uses less video memory and takes less time to start up

  • Separated the user and downloaded levels into a new UserPacks.lst file and moved them all to the AppData folder so levels don't get lost during game updates. Also made user level IDs different than regular level IDs to prevent conflicts.

Other Changes:

  • Redid the save game format to fix some bugs and to provide better support for backwards compatibility going forward. Old save games should be supported with a legacy Deserialize function

  • Added support for level .pak files and updated the binary level design format

  • Fixed a projectiles pushing 0 weight entities like barrels and boulders

  • Fixed a visual glitch with projectiles created by the princess when running into walls

  • Updated many of the colors in the color palette

  • Added more options for what the sensor entity senses

  • Updated the way tetris blocks look. Added a new factory wall type. Made the lava wall type colorable. Updated grass, dirt, and carpet colors

  • Added a "Trigger on Step Off" option to traps

  • Moved downloaded and user made levels to the AppData folder and made a separate UserPacks.lst file to keep track of them

  • Fixed a memory leak when loading bitmap font files

  • Made table decorations not reset fixing problems with carrying a bone with you throughout a level

  • Fixed the priority on the level activation being above table decor pickups

  • Tweaked and changed a bunch of things in various levels

  • Started working on an OSX port for the game. Fixed a bunch of bugs in the process

  • Added more buttons to skip scenes in the intro cutscene

  • Added some new dog variants (they don't have all the animations yet)

Version 0.07 Changelog

New Adventure Levels, New Entities and Options, Many Bug Fixes

March 1st 2020

Major Changes

  • Replaced levels 1-5 in Adventure Pack 1 with completely new designs. These new levels are still subject to puzzle reordering and replacement. Also added a mostly complete level 4 to Adventure Pack 3.

  • Added a gravity option for boxes which allows them to move of their own volition in a specified direction

  • Added a Require Door entity which works similar to a Lit Door but can be used for any generic required number of things activated

  • Added a puzzle region variant that keeps track of puzzles in a level and makes a sound when the puzzle is completed

  • Added long armed pistons which reach out 2 spaces. Added official support for breaking the arm off a piston using portals.

  • Added light pads for various monsters and specific box types as well as outgoing trigger options

  • Added a trigger option to monster, tetris and diamond doors. Added an Count Area option to the tetris doors

  • Added support for larger key doors

  • Added a firefly variant of the moth that gives off light while it's alive

  • Redid the way we get the level info at startup so that load times are shorter

  • Made the level design serialization much smaller, espcially for larger levels

  • Changed diamond pickup sound effects

  • Added a crack entity which behaves similar to the cracked floor tiles but allows for double step cracks and breaking into water, or lava as well as holes

  • Fix some problems with projectiles colliding with moving objects

  • Made tetris blocks work with portals properly

  • Made slime floor types "sticky" meaning that they stop entities from rolling

Other Changes

  • Started working on adding magnet and repulsion attachments for boxes. They are still experimental and shouldn't be relied upon to act the same in later versions

  • Added a count option to the keys

  • Added auto-retract and single trigger option to pistons.

  • Added rotation trigger options to the pusher entity. Also added single trigger, auto-enable and auto-disable options.

  • Added a single trigger option to the rails. Fixed some bugs with the trigger types

  • Added auto-disable, auto-enable, and single trigger option to spike and fire traps. Combined both traps into a single entity type. Made the activate and deactivate animations better

  • Added some new options to the timer entity to allow for it to act like a delayed relay

  • Combined all of the monsters into a single monster entity type and fixed a bunch of bugs with monsters in the process

  • Combined the barrels and boulders into the box entity adding the ability use lockability, handles, and blocked sides on them

  • Added more options to the teleporter and fixed the way it chooses a random destination to take into account if a teleporter is blocked

  • Fixed some bugs with triggers going off at the beginning of the level

  • Added some new tree solid decoration variants

  • Fixed extra cursor display elements showing up on tools that don't place things directly (like the selection tool)

  • Fixed some rotation problems with Progress Arrows

  • Updated the total counts displays in the pack window for completed levels

  • Added sound effect to death timers and wall buttons with timers

  • Fixed some problems with the framerate when the window is moved and put an upper bound on simulation time for lower framerates

  • Added an opening and closing animation to the LED doors

  • Added a bubble around the timer display on WallButtons and MonsterDoors

  • Updated the look of the diamond and tetris doors and added some particle effects to countdown and opening

  • Made top part of portal disappear under toggle and fake walls

  • Added a unique splash sound effect for items being dropped in water

  • Add sound effects for toggle walls opening and closing

  • Added sound effects to slime webs being created and destroyed as well as a web animation

  • Added particle effects and sound effects to the monster door

  • Added some new options to resetters to allow resetting keys/doors and powerups

  • Added a font glyph batching system to increase performance when rendering large amounts of text

  • Fixed a bug with the selection/copy/paste tool

  • Changed default editor tool to rectangle

  • Added new powerups to the taker entity. Made the event of taking a powerup look slightly better with a particle to represent the powerups that got taken away

  • Added proper visualization to the taker threshold when placing in the editor

  • Changed how we allow entities to follow other entities when they turn at a 90 degree angle

  • Added a region variant that can be used to delete portals within an area

  • Fixed the color of portals in coop mode.

  • Fixed thresholds, takers, sensors, and disruptors when passing through portals

  • Added new options to the turret entity to allow for more control over portal projectiles

  • Fixed diagonal projectiles creating portals that would crash the game

  • Fixed monsters moving through portals not rotating right

  • Added an invulnerability option to monsters

  • Added a box variant to the rail entity

  • Added an invisible option to the crystal balls. Added an input method option to crystal cameras. Added some glyph variants that allow drawing contextual key bindings for basic controls.

  • And of course many other bug fixes and related tweaks