diff --git a/docs/changes.md b/docs/changes.md index eac09b0..221538d 100644 --- a/docs/changes.md +++ b/docs/changes.md @@ -1,5 +1,56 @@ # Changes +## v0.7.0 (June 20 2021) + +This is the first release of the game where the "free version" drifts meaningfully +away from the "full version". Free versions of the game will show the label +"(shareware)" next to the game version numbers and will not support embedding +doodads inside of level files -- for creating them or playing them. +Check the website for how you can register the full version of the game. + +This release brings several improvements to the game: + +* **Brush Patterns** for your level palette. Instead of your colors drawing on as + plain, solid pixels, a color swatch can _sample_ with a Pattern to create a + textured appearance when plotted on your level. Several patterns are built in + including Noise, Marker, Ink, and others. The idea is that your brush strokes can + look as though they were drawn in pencil graphite or similar. +* **Title Screen:** the demo level shown on the title screen will leisurely scroll + around the page. The arrow keys may still manually scroll the level any direction. +* **Attach Doodads to Level Files:** this is the first release that supports _truly_ + portable custom levels! By attaching your custom doodads _with_ your custom level + file, it will "just play" on someone else's computer, and they don't need to copy + all your custom doodads for it to work! But, free versions of the game will not + get to enjoy this feature. +* **Settings UI**: a "Settings" button on the home screen (or the Edit->Settings + menu in the editor) will open a settings window. Check it out! +* **Horizontal Toolbars option:** if enabled in the Settings window, the toolbar + and palette in the Editor will be horizontal instead of vertical, along the top + and bottom of the screen. This may be better optimized for smartphone-sized + screens like the Pinephone. If the program is started with `-w mobile` the first + time, it will use horizontal toolbars by default. + +Some small bits of polish in the game's user interface: + +* Some buttons are more colorful! The "Ok" button in alert boxes is blue and pressing + Enter will select the blue button. +* When opening a drawing to play or edit, a blue **Browse...** button is + added so you can more easily find downloaded custom levels and play them. +* In the Level Editor, the "Level -> **Attached Files**" menu will let you see + and manage files attached to your level, such as its custom wallpaper image or + any custom doodads that were published with the level. +* The keyboard shortcut to open the developer console is now the tilde/grave key + (`) instead of Enter. + +Bugs fixed: + +* The WASD keys to move the player character (as an alternative to the arrow keys) + now works more reliably. Previously, they were affected by key-repeat so Boy would + do a quick hop followed by a longer one when pressing W to jump. Also, his + animation would not update correctly when moving via the WASD keys. Both bugs + are fixed in this release. +* Shortcut keys advertised in the menu, such as Ctrl-N and Ctrl-S, now actually work. + ## v0.6.0-alpha (June 6 2021) This release brings less jank and some new features. diff --git a/docs/controls.md b/docs/controls.md index fadf2ae..e565a9e 100644 --- a/docs/controls.md +++ b/docs/controls.md @@ -4,6 +4,12 @@ will be usable from gamepad controllers, especially if it branches out and targets platforms other than desktop computers in the future. +The list of controls is also viewable in-game in the Settings Window, accessible +from the title screen or the Edit->Settings menu of the editor. The controls can +not be customized at this time. + +![Controls UI](images/controls.png) + ## During Gameplay While playing a level, the following keys are used to control the player character: diff --git a/docs/custom-doodads/index.md b/docs/custom-doodads/index.md index ea86f9e..70bcd2c 100644 --- a/docs/custom-doodads/index.md +++ b/docs/custom-doodads/index.md @@ -13,6 +13,33 @@ image editor. Then, you can program their behavior using JavaScript to make them * Program its Behavior * [JavaScript](scripts.md) +## Naming Convention + +It is strongly encouraged that you name your custom doodad files with a +prefix or something to _namespace_ them apart from the built-in doodads. + +For example: if you made a custom doodad named "door-red.doodad" it would +actually conflict with the [built-in doodad](../doodads.md) of the same +name, and your custom doodad would take priority over the built-in one. + +By prefixing your custom doodad filenames with your initials or name, you +will minimize the likelihood that your doodad conflicts with a built-in +from a future game release _or_ with custom doodads made by other players +than yourself. + +Future versions of the game will likely prevent saving a new doodad with +the same filename of a built-in one. + +## Profile Directory + +Custom doodads and levels will go in your [Profile Directory](../profile-directory.md), +into folders named "doodads" and "levels" respectively. + +To share your custom doodads with others, you can copy the `.doodad` files out +of your doodads folder. To install doodads made by others, place their `.doodad` +files into your doodads folder, and they will appear in-game to drag and drop +them into your level. + ## doodad (Command Line Tool) Your copy of the game should have shipped with a `doodad` command-line tool diff --git a/docs/custom-levels/index.md b/docs/custom-levels/index.md index 0da1552..7d1e1ed 100644 --- a/docs/custom-levels/index.md +++ b/docs/custom-levels/index.md @@ -247,6 +247,22 @@ or marker and how many distinct colors do you need? > change any pixels _already on your level_ to the new color. Drawings in this > game use an indexed palette, similar to GIF and some PNG images! +### Brush Patterns + +A color swatch on your palette may have a Brush Pattern (labeled "Tex") applied +to it which will vary the look of your color once drawn onto your level. For +example, instead of a red color drawing on as solid red pixels, it can take on +a more noisy pattern resembling colored pencil graphite or marker. + +![Screenshot showing various brush patterns](../images/patterns.png) + +The pattern when drawn onto your level is a cosmetic-only effect: you can change +the pattern after the fact, or remove the pattern altogether, and your level +immediately updates. + +In the future, you will be able to add your own custom pattern images but for +now there are a handful of built-in options to choose from. + ### Color Attributes The **Attributes** column toggles behaviors on or off for this color. In the default @@ -280,9 +296,6 @@ invisible) and FF (fully opaque). ![Enter an RGBA color value for see-thru colors](../images/palette-rgba.png) -> Pictured: I have set the "solid" color to #000000**33** giving it an alpha -> value -- making it semi transparent against the level wallpaper. - --- ## Menu Bar @@ -295,26 +308,30 @@ Its options include: * New doodad * Save (Ctrl-S) * Save as... + * Publish level (attach custom doodads for easy sharing) * Open... (Ctrl-O) * Close level * Quit (Escape) * **Edit** * Undo (Ctrl-Z) * Redo (Ctrl-Y) + * Settings * **Level** * Page settings (to change the level type or wallpaper) + * Attached files * Playtest (P) * **Tools** * Debug overlay (F3) * Command shell (Enter) * Edit Palette - * Doodads (d) * Pencil Tool (f) * Line Tool (L) * Rectangle Tool (r) * Ellipse Tool (c) * Eraser Tool (x) + * Doodads (d) * Link Tool * **Help** * User Manual (F1) + * Register * About diff --git a/docs/custom-levels/publishing.md b/docs/custom-levels/publishing.md new file mode 100644 index 0000000..75b19d7 --- /dev/null +++ b/docs/custom-levels/publishing.md @@ -0,0 +1,84 @@ +# Publishing Levels + +Sketchy Maze is designed to be _very_ friendly to mods and custom user content, +and the **Publish Level** feature is an important part towards that goal. + +When you have created your own level and you have added some +[custom doodads](../custom-doodads/index.md) to it, **publishing** your level +means that your custom doodads will _attach_ directly into the level file for +easy sharing with others: another player can download _just_ your `.level` file +and it will "just play" in their copy of the game, and they don't need to track +down all the same custom doodads you've used. + +> **Notice:** This feature is only available for full (registered) versions of the +> game. The free (shareware) version of Sketchy Maze supports custom levels +> and doodads, but you would need to copy the custom `.doodad` files to each +> computer your level will play on, otherwise the game won't be able to find +> them! Check [the website](https://www.sketchymaze.com/) for details how to acquire +> a full version of the game. + +## Publish a Level + +When you are ready to share your level, click on the "File->Publish level" menu +option in the Level Editor. + +![Publish Window screenshot](../images/publish.png) + +The Publish window will show the list of named doodads which currently exist in +your level, designating which doodads are _custom_ and which were built-in with +the game (the built-in doodads are shown in blue text plus an asterisk* symbol). + +The blue **Export Level** button will prompt for you to give a file name, and +the level will be written there _with_ all of its custom doodads embedded inside. + +Optionally, you can choose to "Attach built-in doodads too" -- this will attach +copies of the built-in doodads to your level, too, which will override the game's +_actual_ built-in doodads. Doing this comes with some pros and cons: + +* **Pro:** if future releases of _Sketchy Maze_ change the behavior or appearance + of a built-in doodad, your custom level will still use the older version that + it was published with. +* **Con:** if future updates to a built-in doodad have improved its appearance, + added functionality or fixed bugs, the published level will not benefit from + that update because it brought its own (older) version of the built-in doodad. + +## Managing Attached Files + +You can view and manage the files attached to a level by clicking on the +"Level -> Attached files" menu in the level editor: + +![Attached Files screenshot](../images/attachments.png) + +This window lists the doodads, wallpapers or other custom assets which have been +attached directly _into_ the level file. A published level will have all of its +custom doodads attached (and possibly copies of the built-in doodads it used), +as well as the [custom wallpaper](custom-wallpaper.md) image (if any). + +### Removing Attached Doodads + +Attached doodads may be removed from the level **if** doing so will not break +the level. Generally, this means: if an instance of that doodad is still in +use _somewhere_ on your level, and removing the doodad from the Attached Files +would cause the level to be unable to locate that doodad, then removing it from +your level will not be permitted. + +Doodads can be removed from the Attached Files list **if:** + +* They are built-in doodads; removing them will cause the level to go back to + using the built-in copies of these doodads instead. +* They are custom doodads **and** you have them in your [profile directory](../profile-directory.md): + the level will start using the named doodad from your profile directory (similarly + to how you designed the level in the first place, before publishing!) +* The doodad is no longer used in your level, e.g. you have removed every instance + of the doodad from your level geometry. + +### Removing Attached Wallpapers + +Similarly: if the level is using a custom wallpaper image, you can not remove +the wallpaper from the Attached Files list while the level is still using it. + +To remove the wallpaper image, you need to: + +1. Go into the Page Settings (Level->Page settings menu) and select one of the + built-in wallpaper images, such as "Notebook." +2. Then you can remove the custom wallpaper image from the Attached Files window. \ No newline at end of file diff --git a/docs/doodad-tool.md b/docs/doodad-tool.md index eb429b5..de8a801 100644 --- a/docs/doodad-tool.md +++ b/docs/doodad-tool.md @@ -1,4 +1,4 @@ -# Doodad Tool +# Doodad Program The game ships with a command-line program called `doodad` which assists in creating and managing custom doodads and levels. @@ -34,32 +34,35 @@ subcommand and `--help` to get help on that command, for example: doodad convert --help ``` +--- + ## Examples Here are some common scenarios and use cases for the doodad tool. -### Show +### Show Level or Doodad Information + +Shows metadata and details about a level or doodad file. ```bash # Usage: doodad show [doodad or level filename] ``` -Shows metadata and details about a level or doodad file. - Examples: ```bash +### About a doodad file $ doodad show button.doodad ===== Doodad: button.doodad ===== Headers: File version: 1 - Game version: 0.0.10-alpha + Game version: 0.7.0 Doodad title: Button Author: Noah Locked: true Hidden: false - Script size: 473 bytes + Script size: 922 bytes Palette: - Swatch name: Color<#000000+ff> @@ -87,15 +90,143 @@ Chunks: Coordinate Range: (0,0) ... (36,36) World Dimensions: 36x36 Use -chunks or -verbose to serialize Chunks + +### About a level file +$ doodad show 'Tutorial 2.level' +===== Level: Tutorial 2.level ===== +Headers: + File version: 1 + Game version: 0.7.0 + Level title: Lesson 2: Keys & Doors + Author: Noah P + Password: + Locked: false + +Palette: + - Swatch name: rock + Attributes: solid + Color: #996600 + - Swatch name: grass + Attributes: solid + Color: #00ff00 + - Swatch name: stone + Attributes: solid + Color: #888888 + - Swatch name: water + Attributes: water + Color: #0099ff + - Swatch name: spikes + Attributes: fire + Color: #ff0000 + - Swatch name: hot lava + Attributes: fire + Color: #ff3300 + +Level Settings: + Page type: Bounded + Max size: 2550x3300 + Wallpaper: legal.png + +Attached Files: + None + +Actors: + Level contains 35 actors + Use -actors or -verbose to serialize Actors + +Chunks: + Pixels Per Chunk: 128^2 + Number Generated: 206 + Coordinate Range: (-128,0) ... (2559,3327) + World Dimensions: 2687x3327 + Use -chunks or -verbose to serialize Chunks ``` -### Convert +--- + +### Attach and Export Doodad Scripts + +Doodads are programmed [in JavaScript](custom-doodads/scripts.md) and the +script can be attached and read using the doodad program. + +Usage: + +```bash +# Set the doodad script from filename.js +doodad install-script filename.js custom.doodad + +# View the script from a doodad file +doodad show --script custom.doodad +``` + +Example: + +```javascript +$ doodad show --script key-blue.doodad +// key-blue.doodad.js +function main() { + var color = Self.GetTag("color"); + var quantity = color === "small" ? 1 : 0; + + Events.OnCollide(function(e) { + if (e.Settled) { + Sound.Play("item-get.wav") + e.Actor.AddItem(Self.Filename, quantity); + Self.Destroy(); + } + }) +} +``` + +--- + +### Edit Level or Doodad Properties + +The `doodad edit-level` and `doodad edit-doodad` commands can set certain +properties on these types of drawings. + +Example: + +```bash +$ doodad edit-level --title "My First Level" example.level +``` + +Available properties that can be modified are as follows: + +* **edit-doodad** + * `--title value`: set the doodad's title (display name). + * `--author value`: set the author's name (default is your OS username). + * `--tag value, -t value`: set a custom tag (key=value format) on your doodad. + * `--hide, --unhide`: edit the Hidden attribute on a doodad. Hidden doodads + don't appear in the Doodad Dropper window of the level editor. + * `--lock, --unlock`: edit the Locked attribute on a doodad. Locked doodads + can not be opened for editing in-game. +* **edit-level** + * `--title value`: set the level's title. + * `--author value`: set the author's name (default is your OS username). + * `--password value`: set the password for the level (not currently used). + * `--type value`: set the page type, one of: Bounded, Unbounded, NoNegativeSpace, + Bordered. + * Note: Bordered is not yet implemented, and behaves the same as Bounded. + * `--max-size WxH`: set the page size for Bounded levels, like 2550x3300. + * `--wallpaper name.png`: set the wallpaper image filename. + * `--lock, --unlock`: edit the Locked attribute on a level. Locked levels + can not be opened for editing in-game. + +--- + +### Convert To/From Images + +The `doodad convert` command can turn PNG or BMP images into doodads or +level files, and vice versa! ```bash # Usage: doodad convert [options] ``` +Only PNG or bitmap images are supported. + #### Creating a Doodad from PNG images Suppose you have PNG images named "frame0.png" through "frame3.png" and want @@ -107,17 +238,61 @@ file "custom.doodad": doodad convert frame0.png frame1.png frame2.png frame3.png custom.doodad # The same, but also attach custom tags with the doodad. +# The doodad script can check its tags and you can have one +# common script for multiple variations of a doodad, e.g., +# all four of the built-in Colored Locked Doors share a script. doodad convert --tag color=blue frame{0,1,2,3}.png custom.doodad + +# Convert the doodad back into an image. +# NOTE: only the 1st frame (frame0) can be exported, currently. +doodad convert custom.doodad frame0.png ``` -#### Convert a level to a PNG image +The order of the given PNG images will be the order of the doodad layers +created; the first image will be Layer 0, the second Layer 1, and so on. +The names of the image files will be the names of those layers, minus the +.png or .bmp file extension. + +#### Creating a Level from a PNG image + +A level file can be created _from_ a PNG image: ```bash -doodad convert my.level output.png +# Usage: +doodad convert [options] input.png output.level + +# Set which color is 'transparent' (to show the level wallpaper behind) +doodad convert --key '#ffffff' input.png output.level ``` -#### Create a level from a PNG image +Some considerations about this feature: + +* The Palette will be created from each **distinct** color value found in the + original PNG image. The names of each color will be named after their hex + color value, and no attributes are applied by default. You will need to + edit the level palette to mark colors as solid, fire, water, etc. +* The `--key` option (default #ffffff, white) sets the background color; pixels + of this color in the input PNG will be 'transparent' in the level data, showing + the wallpaper image behind. + +#### Convert a level to a PNG image + +You can also convert a .level file into a PNG (or bitmap) image, creating a +sort of "large screenshot" encompassing the entire level geometry. ```bash -doodad convert level.png output.level +# Usage: +doodad convert my.level output.png ``` + +Some considerations about this feature: + +* Doodads are **not** included in the output image; only the level geometry + itself is. +* Brush Patterns are not applied in the output image; each color swatch in + your level will represent as solid pixel colors in the output image. + +The image created by this command _could_ be fed back in to re-create the +level from that image, albeit with lots of information lost in the process, +such as the names and properties of Palette swatches and all the doodad +placements. diff --git a/docs/hacking.md b/docs/hacking.md index 3d07d51..3455f02 100644 --- a/docs/hacking.md +++ b/docs/hacking.md @@ -65,15 +65,16 @@ Supported variables include: ## Developer Console -Pressing the `Enter` key at any time will open the developer console at the -bottom of the screen (all gameplay logic is paused while the console is open). +Pressing the tilde/grave key (`) at any time will open the developer +console at the bottom of the screen (all gameplay logic is paused while the +console is open). In the console you can type anything from simple commands, to hidden cheat codes, to JavaScript commands to operate on some of the game's internal code! ![Screenshot of the developer console](images/shell.png) -Pressing `Enter` again without typing a command will close the console. +Pressing `Enter` without typing a command will close the console. ## Commands diff --git a/docs/hotkeys.md b/docs/hotkeys.md index b3851d0..11def33 100644 --- a/docs/hotkeys.md +++ b/docs/hotkeys.md @@ -12,7 +12,7 @@ Here are all the hotkeys/shortcuts used within Sketchy Maze. |----------|------------------------------------------------------------| | `Escape` | Exit the application (after confirmation modal). | | `F1` | Open the Guidebook (this site). | -| `Enter` | Open the [developer console](hacking.md#developer-console) | +| ` | Open the [developer console](hacking.md#developer-console) | --- diff --git a/docs/images/attachments.png b/docs/images/attachments.png new file mode 100644 index 0000000..e4ddb7a Binary files /dev/null and b/docs/images/attachments.png differ diff --git a/docs/images/controls.png b/docs/images/controls.png new file mode 100644 index 0000000..2a418e4 Binary files /dev/null and b/docs/images/controls.png differ diff --git a/docs/images/doodads.png b/docs/images/doodads.png index 911dce4..491497c 100644 Binary files a/docs/images/doodads.png and b/docs/images/doodads.png differ diff --git a/docs/images/link-tool.png b/docs/images/link-tool.png index 8577c50..c9b10d0 100644 Binary files a/docs/images/link-tool.png and b/docs/images/link-tool.png differ diff --git a/docs/images/main-menu.png b/docs/images/main-menu.png index 6e3b14f..f8b135e 100644 Binary files a/docs/images/main-menu.png and b/docs/images/main-menu.png differ diff --git a/docs/images/newlevel-2.png b/docs/images/newlevel-2.png index a388b5e..0041017 100644 Binary files a/docs/images/newlevel-2.png and b/docs/images/newlevel-2.png differ diff --git a/docs/images/palette-rgba.png b/docs/images/palette-rgba.png index d928c9d..3f36611 100644 Binary files a/docs/images/palette-rgba.png and b/docs/images/palette-rgba.png differ diff --git a/docs/images/palette.png b/docs/images/palette.png index 63d258a..1de20f1 100644 Binary files a/docs/images/palette.png and b/docs/images/palette.png differ diff --git a/docs/images/patterns.png b/docs/images/patterns.png new file mode 100644 index 0000000..1df4772 Binary files /dev/null and b/docs/images/patterns.png differ diff --git a/docs/images/publish.png b/docs/images/publish.png new file mode 100644 index 0000000..9b095dc Binary files /dev/null and b/docs/images/publish.png differ diff --git a/docs/index.md b/docs/index.md index d11aeff..bfcd388 100644 --- a/docs/index.md +++ b/docs/index.md @@ -7,11 +7,16 @@ maps on paper. You can draw a level for a 2D platformer game, drag-and-drop "doodads" such as buttons and doors into your level, play it and share your levels with others. +**Last Updated:** June 20, 2021 for Sketchy Maze v0.7.0. + ## Table of Contents * [About Sketchy Maze](about.md) + * [Change History](changes.md) * [Gameplay Controls](controls.md) * [Creating Custom Levels](custom-levels/index.md) + * [Publishing Levels](custom-levels/publishing.md) + * [Custom Wallpaper](custom-levels/custom-wallpaper.md) * [The Built-in Doodads](doodads.md) * [Linked Doodads](linked-doodads.md) * [Creating Custom Doodads](custom-doodads/index.md) @@ -21,4 +26,5 @@ levels with others. * [Shortcut Keys](hotkeys.md) * [The `doodad` command-line tool](doodad-tool.md) * [Hacking and debugging](hacking.md) + * [Profile Directory](profile-directory.md) * [Open Source Licenses](licenses.md) diff --git a/docs/profile-directory.md b/docs/profile-directory.md index ee331d5..f568031 100644 --- a/docs/profile-directory.md +++ b/docs/profile-directory.md @@ -5,6 +5,21 @@ operating system's profile directory for your account. This will typically be found at the following locations based on your platform: -* **Linux:** `$XDG_CONFIG_HOME` or `$HOME/.config/doodle` * **Windows:** `%APPDATA%` or `C:\Users\%USER%\AppData\Roaming\doodle` * **Mac OS:** `$HOME/Library/Application Support/doodle` +* **GNU/Linux:** `$XDG_CONFIG_HOME` or `$HOME/.config/doodle` +* **Linux (Flatpak):** `$HOME/.var/app/com.sketchymaze.Doodle/config/doodle` + +## Opening your Profile Directory + +The in-game Settings window has a button that will open your Profile Directory +in your operating system's default file browser. You will see the folders +labeled "levels" and "doodads" which is where your custom created content will +live. + +To install custom content created by other players, copy them into these folders. + +## See Also + +* [Publishing Levels](custom-levels/publishing.md): embed custom doodads directly + _inside_ your level for easy sharing with others! \ No newline at end of file diff --git a/mkdocs.yml b/mkdocs.yml index 0541317..9d78449 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -6,6 +6,7 @@ nav: - Change History: changes.md - Controls: controls.md - Creating Levels: custom-levels/index.md + - Publishing Levels: custom-levels/publishing.md - Custom Wallpaper: custom-levels/custom-wallpaper.md - Built-in Doodads: doodads.md - Linked Doodads: linked-doodads.md