Noah Petherbridge
4 years ago
2 changed files with 180 additions and 10 deletions
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# Changes |
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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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