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# Changes
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## v0.6.0-alpha (June 6 2021)
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This release brings less jank and some new features.
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The new features:
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* **Choice of Default Palette for New Levels:** when creating a new level, a
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"Palette:" option appears which allows you to set the default colors to start
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your level with. The options include:
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* Default: the classic default 4 colors (black, grey, red, blue).
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* Colored Pencil: a set with more earthy tones for outdoorsy levels
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(grass, dirt, stone, fire, water)
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* Blueprint: the classic Blueprint wallpaper theme, a bright version of Default
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for dark level backgrounds.
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* **Custom Wallpapers:** unhappy with the default, paper-themed level background
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images? You can now use your own! They attach to your level data for easy
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transport when sharing your level with others.
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* **More Wallpapers:** a couple of new default wallpapers are added: Graph paper
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and Dotted paper. They are both on light white paper and offer a light
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alternative to Blueprint.
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Some bugs fixed:
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* **Collision fixes:** you should be able to walk up gentle slopes to the left
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without jumping, as easily as you could to the right.
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* **Debugging:** the F4 key to show collision hitboxes around all doodads in
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Play Mode now functions again, and draws boxes around _all_ doodads, not just the
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player character.
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* **Hitboxes are tighter:** a doodad's declared hitbox size (from their JavaScript)
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is used when a doodad collides against level geometry or other doodads. Meaning:
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Boy, who has a narrow body but a square sprite size, now collides closer with
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objects on his right side.
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* **Physics are tweaked:** Boy now moves and accelerates slightly faster.
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## v0.5.0-alpha (Mar 31 2021)
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Project: Doodle is renamed to Sketchy Maze in this release.
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New Features:
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* **New Tutorial Levels:** the bundled levels demonstrate the built-in doodads
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and how they interact and shows off several game features.
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* **Level Editor:** you can now set the Title and Author of the level you're
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editing by using the Level->Page Settings window.
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* The **Inventory HUD** in Play Mode now shows a small number indicator for items
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which have quantity, such as the Small Key. Colored Keys do not have quantity
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and don't show a number: those are permanent collectibles.
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* **Fire Pixels:** when the player character dies by touching a "Fire" pixel
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during gameplay, the death message uses the **name** of the color instead
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of calling it "fire." For example, if you name a color "spikes" and give
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it the Fire attribute, it will say "Watch out for spikes!" if the player
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dies by touching it.
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* New cheat code: `give all keys` gives all four colored keys and 99x Small Keys
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to the player character. The `drop all items` cheat clears your inventory.
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New Doodads:
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* **Warp Doors** allow the player character to fast travel to another location
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on the map. Drag two Warp Doors into your level and use the Link Tool to
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connect them together. Doors without an exit link will be "locked" and don't
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open.
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* **Small Key Doors** are locked doors which consume the Small Keys when unlocked,
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unlike the colored doors where the key is multi-use. The player character can
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hold many small keys at once and only unlock as many doors as he has keys.
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Updated Doodads:
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* **Several doodads** were increased in size to better match the player character:
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Colored Locked Doors, Trapdoors, the Crumbly Floor and Electric Door, and the
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blue and orange Boolean State Blocks.
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* **Colored Doors** now have a visual locked vs. unlocked state: while locked, a
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golden padlock hangs from the door, which goes away after it's been unlocked.
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* **Switches** now interact differently with Electric Doors: the door will _always_
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toggle its current state regardless of the 'power' setting of the Switch.
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* **Buttons** which are linked to a **Sticky Button** will press and stay down
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if the linked Sticky Button is pressed. Or in other words, the Sticky Button
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makes all linked Buttons act sticky too and stay pressed while the Sticky
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Button is pressed. If the Sticky Button is released later (e.g. by receiving
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power from a Switch) it releases its linked Buttons as well.
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## v0.4.0-alpha (Nov 21 2020)
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This update brings improvements to the editor; you can now fully draw all the
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graphics for a custom doodad using the in-app tools!
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A key difference between a Level and a Doodad is that doodads have **Layers**
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where they keep multiple frames of animation or state. The editor tool now
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supports working with these extra layers.
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Other new features:
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* The **Guidebook** has been updated with tons of good info and screenshots of
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the game's features. Press `F1` in-game to open the guidebook, or check it
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online at https://www.sketchymaze.com/guidebook/
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* **Layer Selection Window for Doodads:** when you're editing a Doodad drawing,
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a "Lyr." button is added to the toolbar to access the Layers window.
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* **Global UI popup modals:** when you're about to close a level with unsaved
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changes, you get an Ok/Cancel prompt confirming if you want to do that.
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Hitting the Escape key will ask you before just exiting the program. Alert
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boxes are supported too, and an `alert` command added to the developer console.
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## v0.3.0-alpha (Sept 19 2020)
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This update introduces the player character to the game. He doesn't have a name;
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the game just refers to him as Boy.
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His sprite size is bigger (33x54) than the 32x32 size of the placeholder player
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character from before. So, the three example levels shipped with previous versions
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of Project: Doodle no longer work. This release comes with two replacement levels
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which are better decorated, anyway.
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Other new features:
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* **Palette Editor:** you can add and modify the colors on your level
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palette! Pick any colors you want, give a name to each swatch, and mark
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whether they behave as Solid, Water or Fire. Without any of these
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properties, colors are decorational-only by default.
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* **Doodad Window:** when selecting the Actor or Link Tools in the editor,
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the Doodads window pops up. Doodads can be dragged from this window onto your
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level, instead of the Palette toolbar turning into a Doodad palette.
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* The Palette toolbar on the Editor is now thinner and only shows colors.
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Mouse-over tooltips show the name and properties of each swatch.
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* Added a --window option to the Doodle program to set the default window size.
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Options can be a resolution (e.g. 1024x768) or a special keyword
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"desktop", "mobile", "landscape" or "maximized"
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- Default size is desktop: 1024x768
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- Mobile and landscape mimic a smartphone at 375x812 resolution.
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## v0.2.0-alpha (June 7 2020)
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This release brings Sound Effects and Menus to the game.
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New features:
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* Added some User Documentation to ship with the game which teaches you how to
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create your own custom Doodads and program them with JavaScript. More
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documentation to come with time.
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* Sound effects! Several doodads have a first pass at sound effects using some
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free sounds I found online. More doodads still need sounds and the existing
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sounds are by no means final. Buttons, switches, doors and keys have sound
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effects so far.
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* The game now has a Menu Bar with pull-down menus in the Editor Mode instead
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of just a top panel with New/Save/Open buttons.
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## v0.1.0-alpha (Apr 13 2020)
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New doodads:
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* Start Flag: drag this into your level to set where the player character will
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spawn. There should only be one per level.
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* Crumbly Floor: a rocky floor that breaks and falls away after a couple
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seconds when the player (or other mobile doodad) walks onto it.
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* State Blocks: blue and orange blocks that toggle between solid and passable
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when the corresponding ON/OFF button is touched.
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New features:
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* An inventory overlay now appears in Play Mode when the player character picks
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up one of the colored keys.
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* While editing a level, you can click the new "Options" button in the top menu
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to open the level settings window (like the one you see when creating a new
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level): to change the wallpaper image or the page type.
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Other changes:
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* Added better platforming physics to the player character: acceleration and
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friction when walking.
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* The colored Locked Door doodads have been re-designed to be shown in a
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side-view perspective and have an open and closed state in either direction.
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* Tooltips added to various buttons in the Editor to show names of doodads and
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functions of various buttons.
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## v0.0.10-alpha (July 18 2019)
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New features:
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* Added the **Eraser Tool** and support for **brush sizes**. Now you can clean
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up your mistakes and draw shapes with thicker lines!
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* Added the **Ellipse Tool** for drawing elliptical shapes.
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* Added a third example to the game's built-in levels.
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Bug fixes:
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* The Undo command now restores the original color of a pixel instead of just
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deleting it. Only works for thin lines so far.
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* Improved collision detection algorithm to prevent players from clipping
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through a solid doodad, regardless of speed. This change is invisible this
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build, but opens the door to improvements in the 2D platforming physics and
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making the player character move and fall faster.
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* Fix mobile non-player doodads from sometimes being able to clip through a
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solid doodad. For example, a Red Azulian could sometimes walk through a locked
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door without interacting with it.
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* Sometimes hitting Undo would leave a broken "chunk" in your level, if the
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Undo operation deleted all pixels in that chunk. The broken chunk would show
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as a solid black square (non-solid) in the level. This has been fixed: empty
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chunks are now culled when the last pixel is deleted and existing level files
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will be repaired on next save.
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## v0.0.9-alpha (July 9 2019)
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First alpha release.
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