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  1. 8
      config.toml
  2. 42
      content/about.md
  3. 30
      content/download.md
  4. 15
      content/faq.md
  5. 173
      content/features.md
  6. 2
      content/posts/example.md
  7. 59
      content/posts/release-v0.7.0.md
  8. 13
      content/posts/release-v0.7.1.md
  9. 42
      content/register.md
  10. BIN
      static/images/lava.png
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  12. 26
      themes/notebook/layouts/index.html

8
config.toml

@ -21,16 +21,20 @@ theme = "notebook"
name = "Download" name = "Download"
url = "/download" url = "/download"
weight = 4 weight = 4
[[menu.main]]
name = "Register"
url = "/register"
weight = 5
[[menu.main]] [[menu.main]]
name = "Posts" name = "Posts"
pre = "pen-tool" pre = "pen-tool"
url = "/posts/" url = "/posts/"
weight = 5
weight = 6
[[menu.main]] [[menu.main]]
name = "Tags" name = "Tags"
pre = "tag" pre = "tag"
url = "/tags/" url = "/tags/"
weight = 6
weight = 7
[markup] [markup]
[markup.highlight] [markup.highlight]

42
content/about.md

@ -22,9 +22,30 @@ make a custom doodad, and there (will be) some example doodads you can build
This game is still in **alpha release mode** and it has a few major features This game is still in **alpha release mode** and it has a few major features
still to add. still to add.
# Inspiration
I'm a 90's kid, and when I was growing up in the era of 2D platformer games like
_Sonic the Hedgehog_ and _Super Mario Bros._, I became interested in level design
and would draw my own 'mazes' on paper of a side scrolling platformer type game.
I would borrow ideas from _all_ sorts of videogames I liked, and draw in some
buttons which open a door clear across the level (and I'd draw a little dotted
line connecting the two so I don't forget), draw some trapdoors and lava pits
and slippery slopes and such, and then "play" through the level with my
imagination. I'd show my mazes to others and walk them through how it all
plays out.
When you're just drawing with a pen and paper, the maze can be anything you want.
You can draw a castle or a cave, place little gizmos and traps throughout the
level and create puzzles. Do you want the red pixels to mean "fire" and burn the
player? Or do you want to decorate the tops of "bloody" spikes with red? Either
way, the 'fire' attribute on that color will do the job and you can draw whatever
shape you want for your level hazards.
![Palette editor](https://www.sketchymaze.com/guidebook/images/palette.png)
# _Sketchy Maze_ is a "Forever Project" # _Sketchy Maze_ is a "Forever Project"
I have a list of features I _really_ want for the "1.0" launch of the game, but
I have a [list of features](/features/) I _really_ want for the "1.0" launch of the game, but
I'll plan on continuing development for as long as I find it interesting and will I'll plan on continuing development for as long as I find it interesting and will
release free updates to everybody who buys the game just once. release free updates to everybody who buys the game just once.
@ -38,25 +59,6 @@ Minecraft.
This page describes the initial set of features planned for the 1.0 and some This page describes the initial set of features planned for the 1.0 and some
ideas I have kicking around further down the road if all goes well. ideas I have kicking around further down the road if all goes well.
# Inspiration
I'm a 90's kid, and when I was growing up in the era of Sega Genesys and Super
Nintendo games, I used to like to draw my own maps on paper of a 2D platformer
style game. I'd borrow ideas from all sorts of videogames I liked, and draw
some buttons that open a door across the level when pressed (and I'd draw a
dotted line connecting the two so I don't forget), put in trapdoors and lava
pits and slippery slopes and such, and then I'd "play" my level with my
imagination.
When you're just drawing with a pen and paper, the maze can be anything you want.
You can draw a castle or a cave, place little gizmos and traps throughout the
level (doors, keys, buttons and things) to create puzzles. Do you want the red
pixels to mean "fire" and burn the player? Or do you want to decorate the tops
of "bloody" spikes with red? Either way, the 'fire' attribute on that color will
do the job and you can draw whatever shape you want for your level hazards.
![Palette editor](/images/palette.png)
# Mod Friendly # Mod Friendly
While the game ships with a [handful of built-in doodads](/guidebook/doodads.html) to While the game ships with a [handful of built-in doodads](/guidebook/doodads.html) to

30
content/download.md

@ -3,7 +3,7 @@ title: "Download"
draft: false draft: false
toc: true toc: true
--- ---
# Latest Release: v0.7.0 (June 20, 2021)
# Latest Release: v0.7.1 (July 11, 2021)
[Change History](/guidebook/changes.html) [Change History](/guidebook/changes.html)
@ -16,7 +16,7 @@ start the game.
**Note:** I do not yet have a code signing certificate for the Windows release, **Note:** I do not yet have a code signing certificate for the Windows release,
so you may need to click through the "Unknown Publisher" dialog. so you may need to click through the "Unknown Publisher" dialog.
* **64-bit:** [sketchymaze-0.7.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-windows-64bit.zip) (23 MB)
* **64-bit:** [sketchymaze-0.7.1-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-windows-64bit.zip) (23 MB)
[Let me know](https://www.kirsle.net/contact) if there is demand for a [Let me know](https://www.kirsle.net/contact) if there is demand for a
32-bit Windows build of this game. 32-bit Windows build of this game.
@ -35,8 +35,8 @@ you're expected to know how to run apps from unverified developers. See
[Apple's documentation](https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/11.0/mac/11.0) [Apple's documentation](https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/11.0/mac/11.0)
how to do this for your version of macOS. how to do this for your version of macOS.
* **Intel 64-bit App:** [sketchymaze-0.7.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.dmg) (32 MB)
* **Zip file for Intel Macs:** [sketchymaze-0.7.0-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.zip) (22 MB)
* **Intel 64-bit App:** [sketchymaze-0.7.1-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-macOS-x64.dmg) (32 MB)
* **Zip file for Intel Macs:** [sketchymaze-0.7.1-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-macOS-x64.zip) (22 MB)
--- ---
@ -70,11 +70,11 @@ $ flatpak run com.sketchymaze.Doodle
### Fedora (.rpm) ### Fedora (.rpm)
* **64-bit:** [sketchy-maze-0.7.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze-0.7.0-1.x86_64.rpm) (21 MB)
* **64-bit:** [sketchy-maze-0.7.1-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.1/sketchy-maze-0.7.1-1.x86_64.rpm) (21 MB)
### Ubuntu & Debian (.deb) ### Ubuntu & Debian (.deb)
* **64-bit:** [sketchy-maze_0.7.0_amd64.deb](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze_0.7.0_amd64.deb) (21 MB)
* **64-bit:** [sketchy-maze_0.7.1_amd64.deb](https://download.sketchymaze.com/release/v0.7.1/sketchy-maze_0.7.1_amd64.deb) (21 MB)
### Tarball ### Tarball
@ -83,7 +83,7 @@ anywhere and run. The binary is built on a modern Fedora system and _hopefully_
should run as-is on other modern GNU/Linux systems, but sometimes shared library should run as-is on other modern GNU/Linux systems, but sometimes shared library
versions of SDL2 may not match your computer. versions of SDL2 may not match your computer.
* **64-bit:** [sketchymaze-0.7.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-64bit.tar.gz)
* **64-bit:** [sketchymaze-0.7.1-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.1/sketchymaze-0.7.1-linux-64bit.tar.gz)
* **ARM aarch64:** [sketchymaze-0.7.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-aarch64.tar.gz) * **ARM aarch64:** [sketchymaze-0.7.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-aarch64.tar.gz)
For the daring, Sketchy Maze _almost_ works on the Pinephone. Try the aarch64 For the daring, Sketchy Maze _almost_ works on the Pinephone. Try the aarch64
@ -93,6 +93,21 @@ version of the tarball, built on Mobian on Pinephone.
# Previous Releases # Previous Releases
## v0.7.0 (June 20, 2021)
* Windows:
* 64-bit: [sketchymaze-0.7.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-windows-64bit.zip) (23 MB)
* Mac OS (Intel):
* Sketchy Maze.app: [sketchymaze-0.7.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.dmg) (32 MB)
* Zip file: [sketchymaze-0.7.0-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-macOS-x64.zip) (22 MB)
* Linux (64-bit Intel and AMD PCs)
* Flatpak (manual install): [sketchymaze-0.7.0.flatpak](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0.flatpak) (9.3 MB)
* .rpm (Fedora-likes): [sketchy-maze-0.7.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze-0.7.0-1.x86_64.rpm) (21 MB)
* .deb (Debian and Ubuntu): [sketchy-maze_0.7.0_amd64.deb](https://download.sketchymaze.com/release/v0.7.0/sketchy-maze_0.7.0_amd64.deb) (21 MB)
* Tarball: [sketchymaze-0.7.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-64bit.tar.gz)
* Linux (64-bit ARM, like the Pinephone or raspberry pi):
* Tarball: [sketchymaze-0.7.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.0/sketchymaze-0.7.0-linux-aarch64.tar.gz)
## v0.6.0-alpha (June 6, 2021) ## v0.6.0-alpha (June 6, 2021)
* Windows: * Windows:
@ -108,7 +123,6 @@ version of the tarball, built on Mobian on Pinephone.
* Linux (64-bit ARM, like the Pinephone or raspberry pi): * Linux (64-bit ARM, like the Pinephone or raspberry pi):
* Tarball: [sketchymaze-0.6.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.6.0/sketchymaze-0.6.0-linux-aarch64.tar.gz) * Tarball: [sketchymaze-0.6.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.6.0/sketchymaze-0.6.0-linux-aarch64.tar.gz)
## v0.5.0-alpha (March 31, 2021) ## v0.5.0-alpha (March 31, 2021)
* Windows: * Windows:

15
content/faq.md

@ -130,6 +130,21 @@ game once, get a proof file that you can keep forever and upgrade to the
full version of the game. That way even if I get hit by a bus or you lose full version of the game. That way even if I get hit by a bus or you lose
your Steam account, the game can still be played. your Steam account, the game can still be played.
## What about piracy?
When I start to discover license keys which have leaked online to game piracy
websites, _future_ releases of Sketchy Maze will begin to include license
revocation lists and will cease honoring the compromised license key.
The compromised license key would still work on all _older_ versions of the game,
but would be barred from newer releases; and while the game is still being
actively worked on and gaining new features, these leaked keys would become less
interesting over time, as custom user content made for newer versions of the game
would become incompatible with the older versions.
When the game gets online services (sharing levels/doodads), the compromised
license key would be forbidden from those services.
## Will this game be available on Steam? ## Will this game be available on Steam?
I haven't decided yet. I think I could try and distribute the game myself first. I haven't decided yet. I think I could try and distribute the game myself first.

173
content/features.md

@ -1,61 +1,69 @@
--- ---
title: "Features" title: "Features"
draft: false draft: false
toc: true
--- ---
The following are the game's **current** features and its **planned** features The following are the game's **current** features and its **planned** features
before the game leaves "alpha" status.
before the game leaves "alpha" status. There is a list of crucial "1.0" features
and some ideas for where I may take this game further down the road. I plan on
making this game my "forever project" and keep adding to it and releasing
updates for as long as I find it interesting.
![Screenshot of the level editor](/images/floor-is-lava.png) ![Screenshot of the level editor](/images/floor-is-lava.png)
# _Sketchy Maze_ is a "Forever Project"
I have a list of features I _really_ want for the "1.0" launch of the game, but
I'll plan on continuing development for as long as I find it interesting and will
release free updates to everybody who buys the game just once.
I've always wanted to make a videogame, and always liked to learn about game
design and everything, but never actually made anything worthwhile until
_Sketchy Maze._ Over time, I realized that I don't actually want to build
"a video game," what I wanted was a game _project_. Something I could just work
on and add features to, more of a game "platform," something long-term like
Minecraft.
This page describes the initial set of features planned for the 1.0 and some
ideas I have kicking around further down the road if all goes well.
# 1.0 Features
# "1.0" Features
The expected feature list for the "1.0" version of the game, and how The expected feature list for the "1.0" version of the game, and how
far along I am.
## Level & Doodad Editor
The level editor should include basic drawing tools:
* **Features:**
far along I am. The general idea of what "1.0" will look like is that it
will have these features:
* **Single Player Campaigns:**
* The game would come with at least one single-player campaign of built-in
levels which are completed in sequence.
* The free (shareware) version gets at least one campaign available to play.
* The full version unlocks additional campaigns/chapters.
* **Level Editor & Custom Levels:**
* A fully featured level and doodad editor is included, with all the tools
needed to create custom content.
* Custom doodads can be created or downloaded manually (and placed in the right
game folder), and can be used in custom levels.
* **Full Version Extras:**
* The [full version](/register/) adds extra qualify-of-life improvements in
support of custom user content, to make it easier to share custom levels
which use custom doodads.
* "Publish" a .level file which _embeds_ all of its custom doodads _inside_ the
level data, so that it "just plays" on someone else's computer, if they also
have the full version of the game.
* [In the future](#future) there may be in-game features to upload and download
custom levels and doodads online, for full versions of the game only.
Some details of features and current progress towards the 1.0 release:
* **Single Player:**
* [ ] Campaigns system to define one or more series of levels.
* [ ] One chapter of built-in levels. May be a small set at first, but free
updates can bring more levels.
* **Level Features:**
* [x] Set of built-in wallpaper images of paper-themed level backgrounds.
* [x] User can pick a custom wallpaper image which attaches to the level file.
* [x] Page Types:
* [x] Bounded: a limited size sheet of paper with a top and left margin.
* [x] No Negative Space: a sheet of paper with infinite room to grow.
* [x] Unbounded: an "infinite" sheet of paper with room to grow in all directions.
* [ ] Bordered: a bounded sheet of paper with decorations wrapping around
all four edges.
* [ ] Player can configure the limits of bounded levels.
* [x] Patterns for your level colors to give them textures like pencil graphite
or marker when drawn onto your level.
* [x] User can "publish" their level with custom doodads attached to it, for
easy sharing with others ([full version only](/register/))
* **Level Editor:**
* [x] Easily switch between Play Mode and Edit Mode to test your level. * [x] Easily switch between Play Mode and Edit Mode to test your level.
* [x] Draw your own pixels anywhere you want. * [x] Draw your own pixels anywhere you want.
* _Should_ be pixel-perfect collision detection, though Boy has a hitbox
that could use some trimming.
* [x] Editable Palette to add and modify colors.
* **Drawing tools:**
* [x] Freehand
* [x] Line
* [x] Rectangle
* [x] Ellipse
* [x] Eraser
* [x] Basic Drawing Tools: Pencil, Line, Rectangle, Ellipse, Eraser
* [x] Undo/Redo * [x] Undo/Redo
* [ ] Zoom In/Out ([--experimental](/guidebook/experimental.html)) * [ ] Zoom In/Out ([--experimental](/guidebook/experimental.html))
* **Level Sizes:**
* [x] Bounded levels (0,0 to 2550,3300)
* [ ] Custom width/height for Bounded (just needs UI work)
* [x] No Negative Space: infinitely big levels which still have a
top-left corner bounded at (0,0)
* [x] Unbounded: infinitely large levels with no corners.
* [ ] Bordered: a bounded level where the top and left decorations
wrap around on the bottom and right sides too.
* [x] Editable Palette to add and modify colors and their properties.
* **Wallpaper Themes:** * **Wallpaper Themes:**
* [x] Notebook: standard blue ruled notebook paper. * [x] Notebook: standard blue ruled notebook paper.
* [x] Blueprint: dark blueprint paper. * [x] Blueprint: dark blueprint paper.
@ -68,56 +76,29 @@ The level editor should include basic drawing tools:
* [ ] Custom Wallpaper: users will be able to bundle a custom * [ ] Custom Wallpaper: users will be able to bundle a custom
wallpaper texture inside their level file. wallpaper texture inside their level file.
* **Doodad Editor:** * **Doodad Editor:**
## Doodads Editor
## Single Player Campaign
The game is expected to come with a series of proper levels built-in which
are played in sequence and has some kind of interconnected story or
something. Currently you get some tutorial levels.
* **Single Player Campaign:**
* [ ]
* **Polish:**
* The platforming physics will be better. Currently the character gets
stick walking up sloped surfaces, _especially_ moving Left (but not as
much moving Right).
* [ ] Checkbox?
# Current Doodads
The current list of doodads built-in with the game can be found in the
[guidebook](/guidebook/doodads.html). For the exhaustive list so far, we have:
* **Bird:** a red bird that flies back and forth and can be ridden on.
* **Button:** sends a power on/off signal to a linked doodad.
* **Colored Doors & Keys:** four pairs of locks and matching keys.
* **Crumbly Floor:** a break-away floor.
* **Electric Door:** a closed door that only opens when it's powered.
* **Red Azulian:** test mob.
* **Small Key Doors:** locked doors and keys that are consumed each time
a door is unlocked.
* **Start & End Flags:** set the player spawn point and level goal.
* **State Blocks:** blue and orange blocks that toggle from solid to
passable.
* **State Button:** on/off switch that globally toggles state blocks.
* **Switches:** toggle electric doors open or closed or provide power
on/off to other doodads.
* **Trapdoors:** one-way passages (all four directions).
* **Warp Doors:** for fast travel around the map between any two linked
Warp Doors.
* **Warp Doors (Blue & Orange):** boolean state versions of Warp Doors,
which may only be entered while the door is active.
Some hidden doodads that you can activate with cheat codes, but which
don't **do** very much because they were for the player character:
* **Boy:** the player character in a blue hoodie.
* **Blue Azulian:** the original placeholder character, a blue version of
the Red Azulian.
(For that cheat code, try entering "boolProp showAllDoodads true" into
the developer console **before** opening the Level Editor, and they will
be available in the Doodads palette with the others).
* [x] Fully create all artwork (multiple frames) using in-game tools
* [ ] Attach and manage JavaScript source to the doodad in-game
(note: external code editor for _writing_ the JS will be used)
* **Custom Content and Mod Support:**
* [x] All tools included to create custom levels and doodads and share custom
creations with other players.
# Future
Some ideas I have for where the game can go after "1.0":
* Online services in-game for sharing levels and doodads with others.
* For full versions of the game.
* Players would be able to log on, browse levels and doodads uploaded by other
players, and easily download and play them.
* Multiplayer features:
* Two-player level gameplay mode. (Possibly more than two players).
* Multiplayer collaboration for the Level Editor?
* Ability to play _and_ edit a level both in real time?
* Mobile ports of the game (Android, Pinephone)
* There is an example [Go SDL2 Android app](https://github.com/veandco/go-sdl2-examples/tree/master/examples/android)
so getting an Android build may not be too difficult.
* The game already "kinda works" on the Pine64 Pinephone running GNU/Linux.
That device will be used to develop/test more touch-friendly user interfaces
for the game ahead of any effort being put into Android.
* Don't hold your breath for iOS support.

2
content/posts/example.md

@ -1,7 +1,7 @@
--- ---
title: "Example" title: "Example"
date: 2021-01-03T18:12:43-08:00 date: 2021-01-03T18:12:43-08:00
draft: false
draft: true
tags: ["foo", "bar"] tags: ["foo", "bar"]
toc: true toc: true
--- ---

59
content/posts/release-v0.7.0.md

@ -0,0 +1,59 @@
---
title: "Sketchy Maze v0.7.0 Released"
date: 2021-06-20T15:34:51-07:00
draft: false
summary: A new alpha version of Sketchy Maze has been released.
tags: ["release", "announcement"]
---
A new **alpha** version of _Sketchy Maze_ has been released, which brings
several improvements to the game. This is also the first release in which the
"free version" drifts meaningfully away from the "full version" in terms of
features. The full version includes the ability to
[publish](/guidebook/custom-levels/publishing.html) your level, bundling all of its
custom doodads _inside_ the level file for easy sharing. The free version can
still use custom doodads, but they must be managed manually.
* **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.
![Screenshot of Brush Patterns feature](/images/patterns.png)
* **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.
Get the new version on the [Download](/download/) page!

13
content/posts/release-v0.7.1.md

@ -0,0 +1,13 @@
---
title: "Release v0.7.1"
date: 2021-07-11T14:56:35-07:00
draft: false
---
This is a small bugfix release: on the Windows build of v0.7.0, built-in wallpapers
other than the default Notebook were failing to load.
No substantial differences for the Linux or Mac OS version, though I have
improved my deployment scripts to make it easier to release the game in
the future.
Get the new version on the [Download](/download/) page!

42
content/register.md

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# Register Your Game
_Sketchy Maze_ is 100% free to play as a shareware game, but purchasing the
full version will unlock additional features.
As of [release v0.7.0](/posts/release-v0.7.0/), registering for the full version
of the game adds the following features:
* **Publish your custom levels, doodads included!** If you are using some custom
doodads to design your levels, the Publish feature allows you to _easily_ share
your level with others: all custom doodads will be _attached_ directly into
the .level file, so you can send your level to your friend and it will
"just play" on her computer, as all of its custom content is included!
* **Play custom levels which have attached doodads:** the full version of the
game is needed to _play_ such levels which were published with their custom
doodads attached to the level file.
## Status: Coming Soon!
Options are currently being explored in terms of payment provider to begin
selling full versions of this game. Until then, friends & family get free
license keys.
## Buy once, free updates forever
The way this is going to work is that you buy the game just **one** time and
get free updates to the game for as long as I find it interesting to develop.
The early releases will be inexpensive and will go up as the game gains more
features and popularity, so early adopters can get in on the later updates for
a lower price!
## No DRM
Upon registering for the full version of the game, you will receive a
"License Key file" which you select in-game to activate it. This process is
100% off-line, no network connection required, I want to make sure the game still
functions even if I get hit by a bus.
Future releases of the game will honor license keys generated for prior versions,
except if your key is discovered leaked onto piracy websites; in which case,
future releases of the game would stop accepting that license but older versions
will still work.

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26
themes/notebook/layouts/index.html

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<div class="col-12"> <div class="col-12">
<h1>Welcome to SketchyMaze.com</h1> <h1>Welcome to SketchyMaze.com</h1>
<p>
<img src="/images/main-menu.png" class="center">
</p>
<p> <p>
<strong>Sketchy Maze</strong> is a drawing-based maze game themed around <strong>Sketchy Maze</strong> is a drawing-based maze game themed around
hand-drawn maps on paper. You can design your own level and make it look hand-drawn maps on paper. You can design your own level and make it look
@ -15,25 +11,27 @@
obstacles. obstacles.
</p> </p>
<p>
<img src="https://www.sketchymaze.com/guidebook/images/main-menu.png" class="center">
</p>
<p> <p>
The game is currently available as an early <strong>alpha</strong> The game is currently available as an early <strong>alpha</strong>
release. See the <a href="/download/">Downloads</a> to try it out! release. See the <a href="/download/">Downloads</a> to try it out!
</p> </p>
<div style="text-align: center">
<iframe width="560" height="315"
src="https://www.youtube.com/embed/18QacOa0374"
title="YouTube video player"
frameborder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture"
class="center"
allowfullscreen></iframe>
</div>
<p> <p>
See <a href="/about/">About</a>, <a href="/faq/">FAQ</a> and the See <a href="/about/">About</a>, <a href="/faq/">FAQ</a> and the
<a href="/guidebook">Guidebook</a> for more information about the game. <a href="/guidebook">Guidebook</a> for more information about the game.
</p> </p>
<hr>
{{ range first 2 .Site.Pages.ByPublishDate.Reverse }}
<h1><a class="title" href="{{ .RelPermalink }}">{{ .Title }}</a></h1>
{{ partial "metadata.html" . }}
<div>{{ .Content }}</div>
{{ end }}
</div> </div>
</div> </div>
{{ end }} {{ end }}

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