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