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