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