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Update website for v0.8.0 release

master
Noah Petherbridge 3 years ago
parent
commit
f6487a21c0
  1. 26
      config.toml
  2. 71
      content/about.md
  3. 37
      content/download.md
  4. 18
      content/faq.md
  5. 75
      content/posts/release-v0.8.0.md
  6. BIN
      static/images/palette.png
  7. BIN
      static/images/v0.8.0-gameplay.png
  8. BIN
      static/images/v0.8.0-scripts.png
  9. BIN
      static/images/v0.8.0-title.png
  10. 4
      themes/notebook/layouts/index.html

26
config.toml

@ -13,28 +13,32 @@ theme = "notebook"
name = "About"
url = "/about"
weight = 2
[[menu.main]]
name = "FAQ"
url = "/faq"
weight = 3
[[menu.main]]
name = "Download"
url = "/download"
weight = 3
[[menu.main]]
name = "FAQ"
url = "/faq"
weight = 4
[[menu.main]]
name = "Docs"
url = "/guidebook/"
weight = 5
[[menu.main]]
name = "Register"
url = "/register"
weight = 5
weight = 6
[[menu.main]]
name = "Posts"
name = "Blog"
pre = "pen-tool"
url = "/posts/"
weight = 6
[[menu.main]]
name = "Tags"
pre = "tag"
url = "/tags/"
weight = 7
# [[menu.main]]
# name = "Tags"
# pre = "tag"
# url = "/tags/"
# weight = 7
[markup]
[markup.highlight]

71
content/about.md

@ -4,35 +4,35 @@ draft: false
---
_Sketchy Maze_ is a "drawing-based maze game" themed around hand-drawn maps
on paper.
![Screenshot of the level editor](/images/lava.png)
You can draw your own custom maps, freehand or with some basic drawing tools,
and then drag and drop some "[doodads](/guidebook/doodads.html)" such as Buttons,
Keys and Doors onto your map to spice it up. You can use any colors you want,
and say which colors should be solid and which are fire, and draw anything you
want. Make your level a castle or a cave, your imagination is the limit!
If the built-in doodads aren't enough, you can also make your own! There's
[documentation in the Guidebook](/guidebook/custom-doodads/index.html) how to
make a custom doodad, and there (will be) some example doodads you can build
[here](https://code.sketchymaze.com/declassified/doodads).
This game is still in **alpha release mode** and it has a few major features
still to add.
on paper. You can draw your own custom levels and make them look
like anything you want. Draw a castle or a cave, and you decide which colors are
solid or which are fire, and drag-and-drop some
"[doodads](/guidebook/doodads.html)" such as Buttons, Keys and Doors to spice
it up.
![Gameplay screenshot.](/images/v0.8.0-gameplay.png)
Oh, and those doodads? You can make your own, too, and program them in JavaScript
to do whatever you want. See some
[example doodads](https://code.sketchymaze.com/declassified/doodads) or you
can learn from the game's built-in scripts. Without needing to even _look_ at
any JavaScript, you can create doodads in-game which have your choice of _basic_
generic script behaviour: to create a "fire" hazard, a solid hitbox, behave as
an Anvil, and so on. See
[Creating Custom Doodads](/guidebook/custom-doodads/index.html) for details.
# 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 I was a kid growing up in the 1990's, in the era of the Sega Genesys and
Super Nintendo, and with the proliferation of 2D platform games like
_Sonic the Hedgehog_ and _Super Mario Bros._, I used to enjoy drawing my own
custom level ideas with paper and pencil and then "play" them with my imagination.
I'd usually draw a side-view, 2D platformer type of maze; and draw in some locked
doors and keys, buttons, breakable floors, spikes, and so on as you would expect
to find in any platformer game. Then I'd imagine a character working their way
through the maze, or I'd walk it through with anybody who would listen and describe
how the level 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
@ -41,7 +41,7 @@ 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)
![Palette editor](/images/palette.png)
# _Sketchy Maze_ is a "Forever Project"
@ -56,15 +56,24 @@ _Sketchy Maze._ Over time, I realized that I don't actually want to build
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.
# Mod Friendly
# Custom Content Encouraged
While the game ships with a [handful of built-in doodads](/guidebook/doodads.html) to
spice up your level, you can also create your own and program them to do
whatever you want, with JavaScript!
I want to see what sorts of creative things people can come up with. While the
_theme_ of Sketchy Maze is "hand-drawn maps on paper", the engine is actually
quite flexible and you can create full-color pixel art levels. The
[`doodad` tool](/guidebook/doodad-tool.html) can convert PNG images into levels
and it is not difficult to adapt full-color pixel art maps into playable levels
for this game.
See the [example doodads](https://code.sketchymaze.com/declassified/doodads)
where there will be example custom doodads that behave like some of the game's
built-in ones. The [JavaScript API](/guidebook/custom-doodads/scripts.html)
is documented in the [Guidebook](/guidebook/) that comes with the game.
# See Also
For more information about _Sketchy Maze_, please see the following links:

37
content/download.md

@ -3,7 +3,7 @@ title: "Download"
draft: false
toc: true
---
# Latest Release: v0.7.2 (July 19, 2021)
# Latest Release: v0.8.0 (September 4, 2021)
[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,
so you may need to click through the "Unknown Publisher" dialog.
* **64-bit:** [sketchymaze-0.7.2-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-windows-64bit.zip) (23 MB)
* **64-bit:** [sketchymaze-0.8.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-windows-64bit.zip) (23 MB)
[Let me know](https://www.kirsle.net/contact) if there is demand for a
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)
how to do this for your version of macOS.
* **Intel 64-bit App:** [sketchymaze-0.7.2-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macOS-x64.dmg) (32 MB)
* **Zip file for Intel Macs:** [sketchymaze-0.7.2-macos-x64.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macos-x64.zip) (22 MB)
* **Intel 64-bit App:** [sketchymaze-0.8.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-macOS-x64.dmg) (32 MB)
* **Zip file for Intel Macs:** [sketchymaze-0.8.0-macos-x64.zip](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-macos-x64.zip) (22 MB)
---
@ -48,7 +48,7 @@ The easiest cross-distro way to download _Sketchy Maze_ is via [Flatpak](https:/
which is well supported on most popular Linux distributions including Fedora, Ubuntu,
Debian and others.
* **64-bit:** [sketchymaze-0.7.2.flatpak](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2.flatpak) (13.1 MB)
* **64-bit:** [sketchymaze-0.8.0.flatpak](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0.flatpak) (13.1 MB)
There is not a Flatpak repository for this game yet; inclusion on
[Flathub](https://flathub.org/) or a custom Flatpak repository for easier
@ -59,10 +59,10 @@ To install the Flatpak manually:
```bash
# Download the .flatpak package. NOTE: it's distributed as a stand-alone app
# for now, a flatpak repo will be added at some point.
$ wget https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2.flatpak
$ wget https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0.flatpak
# Install the .flatpak package.
$ flatpak install --user sketchymaze-0.7.2.flatpak
$ flatpak install --user sketchymaze-0.8.0.flatpak
# Run it. There should also be a standard app launcher in your menu.
$ flatpak run com.sketchymaze.Doodle
@ -70,11 +70,11 @@ $ flatpak run com.sketchymaze.Doodle
### Fedora (.rpm)
* **64-bit:** [sketchy-maze-0.7.2-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze-0.7.2-1.x86_64.rpm) (21 MB)
* **64-bit:** [sketchy-maze-0.8.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.8.0/sketchy-maze-0.8.0-1.x86_64.rpm) (21 MB)
### Ubuntu & Debian (.deb)
* **64-bit:** [sketchy-maze_0.7.2_amd64.deb](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze_0.7.2_amd64.deb) (21 MB)
* **64-bit:** [sketchy-maze_0.8.0_amd64.deb](https://download.sketchymaze.com/release/v0.8.0/sketchy-maze_0.8.0_amd64.deb) (21 MB)
### Tarball
@ -83,8 +83,8 @@ 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
versions of SDL2 may not match your computer.
* **64-bit:** [sketchymaze-0.7.2-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-64bit.tar.gz)
* **ARM aarch64:** ~~[sketchymaze-0.7.2-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-aarch64.tar.gz)~~
* **64-bit:** [sketchymaze-0.8.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-linux-64bit.tar.gz)
* **ARM aarch64:** [sketchymaze-0.8.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.8.0/sketchymaze-0.8.0-linux-aarch64.tar.gz)
For the daring, Sketchy Maze _almost_ works on the Pinephone. Try the aarch64
version of the tarball, built on Mobian on Pinephone.
@ -93,6 +93,21 @@ version of the tarball, built on Mobian on Pinephone.
# Previous Releases
## v0.7.2 (July 19, 2021)
* Windows:
* 64-bit: [sketchymaze-0.7.2-windows-64bit.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-windows-64bit.zip) (23 MB)
* Mac OS (Intel):
* Sketchy Maze.app: [sketchymaze-0.7.2-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macOS-x64.dmg) (32 MB)
* Zip file: [sketchymaze-0.7.2-macOS-x64.zip](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-macos-x64.zip) (22 MB)
* Linux (64-bit Intel and AMD PCs)
* Flatpak (manual install): [sketchymaze-0.7.2.flatpak](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2.flatpak) (13 MB)
* .rpm (Fedora-likes): [sketchy-maze-0.7.2-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze-0.7.2-1.x86_64.rpm) (21 MB)
* .deb (Debian and Ubuntu): [sketchy-maze_0.7.2_amd64.deb](https://download.sketchymaze.com/release/v0.7.2/sketchy-maze_0.7.2_amd64.deb) (21 MB)
* Tarball: [sketchymaze-0.7.2-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-64bit.tar.gz)
* Linux (64-bit ARM, like the Pinephone or raspberry pi):
* Tarball: ~~[sketchymaze-0.7.2-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.7.2/sketchymaze-0.7.2-linux-aarch64.tar.gz)~~
## v0.7.1 (July 11, 2021)
* Windows:

18
content/faq.md

@ -51,10 +51,16 @@ version of the game is expected to include a proper set of single player levels
that can simply be _played_ so you don't even need to draw your own level if
you're not feeling creative.
Eventually, players will be able to embed custom doodads _inside_ of their
level file, for easy sharing with others: you can just download and play
the level and all of its custom content came baked-in, so no need to worry
about having a common set of custom doodads installed!
You can also create some useful custom doodads in-game by selecting from a
"generic script" to drive its behavior. For example, you could draw a "spikes"
doodad and choose the "Generic Fire" script and it will act as a hazard to
the player in-game: "Watch out for spikes!"
You can use these generic scripts as a base and program your own logic and
behavior in JavaScript. There are some
[full example doodads](https://code.sketchymaze.com/declassified/doodads)
that you can learn from as well for creating your own custom Warp Doors
or playable characters.
## The user interface is ugly!
@ -81,7 +87,7 @@ Yes!
While the game is in beta, all releases are **100% free and fully functional.**
After the game reaches "1.0" it will have a free version and a paid one
which unlocks additional modding capabilities, like the ability to use
which unlocks additional modding capabilities, like the ability to embed
custom doodads in your levels. I like Minecraft's model of "buy the game
once, free updates forever" and will do similar.
@ -128,7 +134,7 @@ until registered as a paid version, with either of these options:
But I would most aim for the first option to always be available: buy the
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
your Steam account, the game can still be played.
your Steam account, the game can still be played to its full potential.
## What about piracy?

75
content/posts/release-v0.8.0.md

@ -0,0 +1,75 @@
---
title: "Sketchy Maze v0.8.0 Released"
date: 2021-09-04T13:11:14-07:00
draft: false
---
A new version of _Sketchy Maze_ is released today that brings several
new features, new doodads and new levels!
Grab the latest version on the [Download](/download) page!
Some highlights of the new release include:
## Doodad Editor Improvements
Using only in-game tools, it is now fully possible to create custom
doodads (including multiple frames of animation), attach and manage
their JavaScript sources, and there are a few built-in "generic scripts"
to give simple behaviors to your custom doodads all without _you_
needing to worry at all about writing any JavaScript code!
For example, you can create your own "hazard doodad" that kills the
player on contact (acting like fire pixels) by selecting the
"Generic Fire" script.
![](/images/v0.8.0-scripts.png)
## All Characters are Playable!
In this release you can set up a custom level so that you play as a
different character instead of the Boy!
To set this up, drag a Start Flag and another doodad of your choice
into your level, and connect them together using the Link Tool. When
the level starts, you will play _as_ that doodad!
All of the built-in creatures are fully supported (including the Bird,
Azulians, and the Thief). The Bird can travel freely without being
affected by gravity. You can play as non-creature doodads, too,
sometimes with strange effects. Play as the Anvil and you can kill
mobile doodads by "jumping" onto them!
Only mobile doodads tend to collide with most things such as Doors
and Trapdoors, and only mobile doodads can activate Buttons and
Switches.
## New Doodads & Levels
The new doodads in this release include:
* The **Thief** is a character which can steal items out of the inventory
of other characters. She does not steal items from other Thieves,
except if she is the player character.
* The **Anvil** is affected by gravity and becomes dangerous to all
mobile doodads when it is falling. When _not_ falling, the doodad
is completely harmless and has no solid collision hitbox.
* The **Electric Trapdoor** is a horizontal version of the Electric Door
which can open and close when activated by a Button or Switch.
* The **Checkpoint Flag** remembers your position in a level. When you
die to fire pixels or Anvils, instead of restarting the level from the
beginning you can teleport back to your last checkpoint and carry on!
See the [full list of built-in doodads](/guidebook/doodads.html) in the
Guidebook!
Two new built-in levels are added:
* **Castle.level:** introduces the Thief and other new doodads.
* **Thief 1.level:** play _as_ the Thief and steal Small Keys from
the Azulians to complete the level.
## More Changes & Download Link
See the [changelog](/guidebook/changes.html) for complete details and
head over to the [Download](/download) page to grab the latest release
for Linux, macOS and Windows.

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4
themes/notebook/layouts/index.html

@ -12,7 +12,7 @@
</p>
<p>
<img src="/images/v0.7.2-title.png" class="center">
<img src="/images/v0.8.0-title.png" class="center">
</p>
<p>
@ -27,7 +27,7 @@
<hr>
{{ range first 3 .Site.Pages.ByPublishDate.Reverse }}
{{ range first 4 .Site.Pages.ByPublishDate.Reverse }}
<h1><a class="title" href="{{ .RelPermalink }}">{{ .Title }}</a></h1>
{{ partial "metadata.html" . }}
<div>{{ .Content }}</div>

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