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 0.12 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 0.07 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