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)