From 69c3d10f0f13473f8999b3c95aa2cb4bab60dc12 Mon Sep 17 00:00:00 2001 From: Noah Petherbridge Date: Wed, 31 Mar 2021 19:23:03 -0700 Subject: [PATCH] Copy the changelog into the documentation site --- docs/changes.md | 169 ++++++++++++++++++++++++++++++++++++++++++++++++ mkdocs.yml | 21 +++--- 2 files changed, 180 insertions(+), 10 deletions(-) create mode 100644 docs/changes.md diff --git a/docs/changes.md b/docs/changes.md new file mode 100644 index 0000000..6a2bc9e --- /dev/null +++ b/docs/changes.md @@ -0,0 +1,169 @@ +# Changes + +## v0.5.0-alpha (Mar 31 2021) + +Project: Doodle is renamed to Sketchy Maze in this release. + +New Features: + +* **New Tutorial Levels:** the bundled levels demonstrate the built-in doodads + and how they interact and shows off several game features. +* **Level Editor:** you can now set the Title and Author of the level you're + editing by using the Level->Page Settings window. +* The **Inventory HUD** in Play Mode now shows a small number indicator for items + which have quantity, such as the Small Key. Colored Keys do not have quantity + and don't show a number: those are permanent collectibles. +* **Fire Pixels:** when the player character dies by touching a "Fire" pixel + during gameplay, the death message uses the **name** of the color instead + of calling it "fire." For example, if you name a color "spikes" and give + it the Fire attribute, it will say "Watch out for spikes!" if the player + dies by touching it. +* New cheat code: `give all keys` gives all four colored keys and 99x Small Keys + to the player character. The `drop all items` cheat clears your inventory. + +New Doodads: + +* **Warp Doors** allow the player character to fast travel to another location + on the map. Drag two Warp Doors into your level and use the Link Tool to + connect them together. Doors without an exit link will be "locked" and don't + open. +* **Small Key Doors** are locked doors which consume the Small Keys when unlocked, + unlike the colored doors where the key is multi-use. The player character can + hold many small keys at once and only unlock as many doors as he has keys. + +Updated Doodads: + +* **Several doodads** were increased in size to better match the player character: + Colored Locked Doors, Trapdoors, the Crumbly Floor and Electric Door, and the + blue and orange Boolean State Blocks. +* **Colored Doors** now have a visual locked vs. unlocked state: while locked, a + golden padlock hangs from the door, which goes away after it's been unlocked. +* **Switches** now interact differently with Electric Doors: the door will _always_ + toggle its current state regardless of the 'power' setting of the Switch. +* **Buttons** which are linked to a **Sticky Button** will press and stay down + if the linked Sticky Button is pressed. Or in other words, the Sticky Button + makes all linked Buttons act sticky too and stay pressed while the Sticky + Button is pressed. If the Sticky Button is released later (e.g. by receiving + power from a Switch) it releases its linked Buttons as well. + +## v0.4.0-alpha (Nov 21 2020) + +This update brings improvements to the editor; you can now fully draw all the +graphics for a custom doodad using the in-app tools! + +A key difference between a Level and a Doodad is that doodads have **Layers** +where they keep multiple frames of animation or state. The editor tool now +supports working with these extra layers. + +Other new features: + +* The **Guidebook** has been updated with tons of good info and screenshots of + the game's features. Press `F1` in-game to open the guidebook, or check it + online at https://www.sketchymaze.com/guidebook/ +* **Layer Selection Window for Doodads:** when you're editing a Doodad drawing, + a "Lyr." button is added to the toolbar to access the Layers window. +* **Global UI popup modals:** when you're about to close a level with unsaved + changes, you get an Ok/Cancel prompt confirming if you want to do that. + Hitting the Escape key will ask you before just exiting the program. Alert + boxes are supported too, and an `alert` command added to the developer console. + +## v0.3.0-alpha (Sept 19 2020) + +This update introduces the player character to the game. He doesn't have a name; +the game just refers to him as Boy. + +His sprite size is bigger (33x54) than the 32x32 size of the placeholder player +character from before. So, the three example levels shipped with previous versions +of Project: Doodle no longer work. This release comes with two replacement levels +which are better decorated, anyway. + +Other new features: + +* **Palette Editor:** you can add and modify the colors on your level + palette! Pick any colors you want, give a name to each swatch, and mark + whether they behave as Solid, Water or Fire. Without any of these + properties, colors are decorational-only by default. +* **Doodad Window:** when selecting the Actor or Link Tools in the editor, + the Doodads window pops up. Doodads can be dragged from this window onto your + level, instead of the Palette toolbar turning into a Doodad palette. +* The Palette toolbar on the Editor is now thinner and only shows colors. + Mouse-over tooltips show the name and properties of each swatch. +* Added a --window option to the Doodle program to set the default window size. + Options can be a resolution (e.g. 1024x768) or a special keyword + "desktop", "mobile", "landscape" or "maximized" + - Default size is desktop: 1024x768 + - Mobile and landscape mimic a smartphone at 375x812 resolution. + +## v0.2.0-alpha (June 7 2020) + +This release brings Sound Effects and Menus to the game. + +New features: + +* Added some User Documentation to ship with the game which teaches you how to + create your own custom Doodads and program them with JavaScript. More + documentation to come with time. +* Sound effects! Several doodads have a first pass at sound effects using some + free sounds I found online. More doodads still need sounds and the existing + sounds are by no means final. Buttons, switches, doors and keys have sound + effects so far. +* The game now has a Menu Bar with pull-down menus in the Editor Mode instead + of just a top panel with New/Save/Open buttons. + +## v0.1.0-alpha (Apr 13 2020) + +New doodads: + +* Start Flag: drag this into your level to set where the player character will + spawn. There should only be one per level. +* Crumbly Floor: a rocky floor that breaks and falls away after a couple + seconds when the player (or other mobile doodad) walks onto it. +* State Blocks: blue and orange blocks that toggle between solid and passable + when the corresponding ON/OFF button is touched. + +New features: + +* An inventory overlay now appears in Play Mode when the player character picks + up one of the colored keys. +* While editing a level, you can click the new "Options" button in the top menu + to open the level settings window (like the one you see when creating a new + level): to change the wallpaper image or the page type. + +Other changes: + +* Added better platforming physics to the player character: acceleration and + friction when walking. +* The colored Locked Door doodads have been re-designed to be shown in a + side-view perspective and have an open and closed state in either direction. +* Tooltips added to various buttons in the Editor to show names of doodads and + functions of various buttons. + +## v0.0.10-alpha (July 18 2019) + +New features: + +* Added the **Eraser Tool** and support for **brush sizes**. Now you can clean + up your mistakes and draw shapes with thicker lines! +* Added the **Ellipse Tool** for drawing elliptical shapes. +* Added a third example to the game's built-in levels. + +Bug fixes: + +* The Undo command now restores the original color of a pixel instead of just + deleting it. Only works for thin lines so far. +* Improved collision detection algorithm to prevent players from clipping + through a solid doodad, regardless of speed. This change is invisible this + build, but opens the door to improvements in the 2D platforming physics and + making the player character move and fall faster. +* Fix mobile non-player doodads from sometimes being able to clip through a + solid doodad. For example, a Red Azulian could sometimes walk through a locked + door without interacting with it. +* Sometimes hitting Undo would leave a broken "chunk" in your level, if the + Undo operation deleted all pixels in that chunk. The broken chunk would show + as a solid black square (non-solid) in the level. This has been fixed: empty + chunks are now culled when the last pixel is deleted and existing level files + will be repaired on next save. + +## v0.0.9-alpha (July 9 2019) + +First alpha release. diff --git a/mkdocs.yml b/mkdocs.yml index 5299a3f..58852a2 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -2,18 +2,19 @@ site_name: "Sketchy Maze: Guidebook" use_directory_urls: false nav: - Home: index.md - - About: about.md + - About Sketchy Maze: about.md + - Change History: changes.md - Controls: controls.md - - "Creating Levels": custom-levels/index.md - - "Built-in Doodads": doodads.md - - "Linked Doodads": linked-doodads.md - - "Creating Custom Doodads": custom-doodads/index.md - - "Drawing Doodads": custom-doodads/edit-in-game.md - - "Doodad Scripts": custom-doodads/scripts.md - - "Shortcut Keys": hotkeys.md + - Creating Levels: custom-levels/index.md + - Built-in Doodads: doodads.md + - Linked Doodads: linked-doodads.md + - Creating Custom Doodads: custom-doodads/index.md + - Drawing Doodads: custom-doodads/edit-in-game.md + - Doodad Scripts: custom-doodads/scripts.md + - Shortcut Keys: hotkeys.md - "`doodad` Program": doodad-tool.md - - "Hacking": hacking.md - - "Open Source Licenses": licenses.md + - Hacking: hacking.md + - Open Source Licenses: licenses.md theme: readthedocs markdown_extensions: - toc: