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 0.07 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