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