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20
config.toml

@ -12,41 +12,45 @@ theme = "notebook"
name = "About"
url = "/about"
weight = 2
[[menu.main]]
name = "Screenshots"
url = "/screenshots"
weight = 3
[[menu.main]]
name = "Download"
url = "/download"
weight = 3
weight = 4
[[menu.main]]
name = "Buy"
url = "/register"
weight = 4
weight = 5
[[menu.main]]
name = "FAQ"
url = "/faq"
weight = 5
weight = 6
[[menu.main]]
name = "Docs"
url = "https://www.sketchymaze.com/guidebook/"
weight = 6
weight = 7
[[menu.main]]
name = "Blog"
url = "/posts/"
weight = 7
weight = 8
[[menu.main]]
pre = '<i class="fab fa-discord"></i>'
name = "<!--Discord-->"
url = "/discord"
weight = 8
weight = 9
[[menu.main]]
pre = '<i class="fab fa-twitter"></i>'
name = "<!--Twitter-->"
url = "https://twitter.com/SketchyMaze"
weight = 9
weight = 10
[[menu.main]]
pre = '<i class="fab fa-github"></i>'
name = "<!--GitHub-->"
url = "https://github.com/SketchyMaze"
weight = 10
weight = 11
# [[menu.main]]
# name = "Tags"
# pre = "tag"

41
content/download.md

@ -3,7 +3,7 @@ title: "Download"
draft: false
toc: true
---
# Latest Release: v0.11.0 (Feb 21, 2022)
# Latest Release: v0.12.0 (March 27, 2022)
[Change History](/guidebook/changes.html)
@ -16,8 +16,8 @@ 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-0.11.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.11.0/windows/sketchymaze-0.11.0-windows-64bit.zip) (23 MB)
* **32-bit:** [sketchymaze-0.11.0-windows-32bit.zip](https://download.sketchymaze.com/release/v0.11.0/windows/sketchymaze-0.11.0-windows-32bit.zip) (23 MB)
* **64-bit:** [sketchymaze-0.12.0-windows-64bit.zip](https://download.sketchymaze.com/release/v0.12.0/windows/sketchymaze-0.12.0-windows-64bit.zip) (23 MB)
* **32-bit:** [sketchymaze-0.12.0-windows-32bit.zip](https://download.sketchymaze.com/release/v0.12.0/windows/sketchymaze-0.12.0-windows-32bit.zip) (23 MB)
---
@ -33,8 +33,8 @@ 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-0.11.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.11.0/macos/sketchymaze-0.11.0-macOS-x64.dmg) (32 MB)
* **Zip file for Intel Macs:** [sketchymaze-0.11.0-macos-x64.zip](https://download.sketchymaze.com/release/v0.11.0/macos/sketchymaze-0.11.0-macos-x64.zip) (22 MB)
* **Intel 64-bit App:** [sketchymaze-0.12.0-macOS-x64.dmg](https://download.sketchymaze.com/release/v0.12.0/macos/sketchymaze-0.12.0-macOS-x64.dmg) (32 MB)
* **Zip file for Intel Macs:** [sketchymaze-0.12.0-macos-x64.zip](https://download.sketchymaze.com/release/v0.12.0/macos/sketchymaze-0.12.0-macos-x64.zip) (22 MB)
---
@ -46,8 +46,8 @@ 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:** [sketchy-maze-0.11.0.flatpak](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze-0.11.0.flatpak) (13.1 MB)
* **ARM aarch64:** [sketchy-maze-0.11.0-aarch64.flatpak](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze-0.11.0-aarch64.flatpak) (13.1 MB)
* **64-bit:** [sketchy-maze-0.12.0.flatpak](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze-0.12.0.flatpak) (13.1 MB)
* **ARM aarch64:** [sketchy-maze-0.12.0-aarch64.flatpak](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze-0.12.0-aarch64.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
@ -58,10 +58,10 @@ 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/v0.11.0/linux/sketchy-maze-0.11.0.flatpak
$ wget https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze-0.12.0.flatpak
# Install the .flatpak package.
$ flatpak install --user sketchy-maze-0.11.0.flatpak
$ flatpak install --user sketchy-maze-0.12.0.flatpak
# Run it. There should also be a standard app launcher in your menu.
$ flatpak run com.sketchymaze.Doodle
@ -69,22 +69,17 @@ $ flatpak run com.sketchymaze.Doodle
<br>
**Notice:** in the 0.11.0 release the Flatpak app launcher had difficulty launching the game properly,
citing an error about not being able to change to the /app/share/sketchymaze directory therein.
I'm not sure what changed to break this since earlier releases but `flatpak run com.sketchymaze.Doodle`
should run the app from the command line.
### <i class="fab fa-fedora" title="Fedora" style="color: #4e9dd3"></i> Fedora (.rpm)
* **64-bit:** [sketchy-maze-0.11.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze-0.11.0-1.x86_64.rpm) (21 MB)
* **32-bit:** [sketchy-maze-0.11.0-1.i386.rpm](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze-0.11.0-1.i386.rpm) (21 MB)
* **ARM aarch64:** [sketchy-maze-0.11.0-1.aarch64.rpm](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze-0.11.0-1.aarch64.rpm) (21 MB)
* **64-bit:** [sketchy-maze-0.12.0-1.x86_64.rpm](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze-0.12.0-1.x86_64.rpm) (21 MB)
* **32-bit:** [sketchy-maze-0.12.0-1.i386.rpm](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze-0.12.0-1.i386.rpm) (21 MB)
* **ARM aarch64:** [sketchy-maze-0.12.0-1.aarch64.rpm](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze-0.12.0-1.aarch64.rpm) (21 MB)
### <i class="fab fa-ubuntu" title="Ubuntu (& Debian)" style="color: #e95420"></i> Ubuntu & Debian (.deb)
* **64-bit:** [sketchy-maze_0.11.0_amd64.deb](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze_0.11.0_amd64.deb) (21 MB)
* **32-bit:** [sketchy-maze_0.11.0_i386.deb](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze_0.11.0_i386.deb) (21 MB)
* **ARM aarch64:** [sketchy-maze_0.11.0_arm64.deb](https://download.sketchymaze.com/release/v0.11.0/linux/sketchy-maze_0.11.0_arm64.deb) (21 MB)
* **64-bit:** [sketchy-maze_0.12.0_amd64.deb](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze_0.12.0_amd64.deb) (21 MB)
* **32-bit:** [sketchy-maze_0.12.0_i386.deb](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze_0.12.0_i386.deb) (21 MB)
* **ARM aarch64:** [sketchy-maze_0.12.0_arm64.deb](https://download.sketchymaze.com/release/v0.12.0/linux/sketchy-maze_0.12.0_arm64.deb) (21 MB)
**Notice:** the game depends on SDL2, SDL2-ttf and SDL2-mixer but the .deb package doesn't declare these
dependencies for compatibility between Debian and Ubuntu which name these packages distinctly.
@ -96,9 +91,9 @@ 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-0.11.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.11.0/linux/sketchymaze-0.11.0-linux-64bit.tar.gz)
* **32-bit:** [sketchymaze-0.11.0-linux-32bit.tar.gz](https://download.sketchymaze.com/release/v0.11.0/linux/sketchymaze-0.11.0-linux-32bit.tar.gz)
* **ARM aarch64:** [sketchymaze-0.11.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.11.0/linux/sketchymaze-0.11.0-linux-aarch64.tar.gz)
* **64-bit:** [sketchymaze-0.12.0-linux-64bit.tar.gz](https://download.sketchymaze.com/release/v0.12.0/linux/sketchymaze-0.12.0-linux-64bit.tar.gz)
* **32-bit:** [sketchymaze-0.12.0-linux-32bit.tar.gz](https://download.sketchymaze.com/release/v0.12.0/linux/sketchymaze-0.12.0-linux-32bit.tar.gz)
* **ARM aarch64:** [sketchymaze-0.12.0-linux-aarch64.tar.gz](https://download.sketchymaze.com/release/v0.12.0/linux/sketchymaze-0.12.0-linux-aarch64.tar.gz)
_Sketchy Maze_ also works on Linux smartphone devices such as the Pinephone and Librem 5.
Check out the aarch64 releases, built on <a href="https://mobian-project.org/">Mobian</a>

66
content/faq.md

@ -103,14 +103,6 @@ any you find at <a href="mailto:support@sketchymaze.com">support@sketchymaze.com
Some current known issues and work-arounds are as follows:
## May need to exit and reload the Level Editor when changing your palette
When you use the palette editor to **add a new color** it may not be possible
to correctly _draw_ that new color, instead it will draw as whatever's your
first color in the palette.
For a work-around, save and quit to the menu and reopen your level.
## Zoom in/out bugs
If you draw onto your level while zoomed in or out, the pixels that get committed
@ -118,6 +110,14 @@ to the level may be offset from where the preview was on-screen. Draw some test
lines to find out the offset or else avoid drawing while zoomed. The 1 (one) key
restores the zoom level to default 100%.
## Player shouldn't be able to climb walls
There is currently a bug where holding the Jump button allows the player to climb
walls to their right (but not to their left). This is not intended behavior and
will be fixed eventually. For a work-around, draw overhangs at the tops of walls
that you don't want the player to climb over. Levels that rely on the climbing
behavior will break in future versions of the game.
# Pricing and Distribution
## Is this game free?
@ -197,6 +197,56 @@ license key to log on and these leaked keys would be excluded.
---
# Level Creators
## Future planned features vs. levels created today
While in beta, this game is sort of evolving as it goes and some features added
later may break or affect custom levels created today. As a general rule of
thumb: the game's built-in levels are expected to _mostly_ keep working as the
game is developed further as I don't want to create too much more work for
myself revisiting old levels to fix them up.
Here are a few current quirks in the game and how they're going to be handled
in the future:
### Enemy mobs being invulnerable to fire pixels
Currently, fire pixels only kill the player character but enemy mobs can walk
through them unscathed.
Eventually, fire pixels will be able to destroy enemy mobs and the mobs will
_try_ and avoid walking into fire but if they fall into it on accident they'll
be destroyed.
Planned feature: a "Fireproof Mobs" Game Rule, so existing maps that have lava
pits and dumb mobs (like Azulian Tag, where the Azulians chase the player to
Hell and back) will be able to gain backwards compatibility by toggling a
game rule on.
### Jump height and reach
The platforming physics and player controls may be tweaked still but generally
the player's jump height and reach will be kept close to its current state.
Use the built-in levels for inspiration.
### Multiplayer features
The game may eventually have multiplayer features where you can design a map
meant to be played by two or more players. Doodad Script functions such as
`Actors.FindPlayer()` will operate on the _nearest_ player character and try
and maintain backwards compatibility for maps made today.
### Player is not meant to climb walls
See [above](#player-shouldnt-be-able-to-climb-walls). Currently there is a bug
where the player can climb some vertical walls. Built-in levels avoid the issue
by drawing overhangs at the tops of walls or slant the wall back towards the
player. Do not rely on the ability to climb walls for custom levels - they will
break on a future update.
---
# Technicals
## What is this game built with?

49
content/posts/release-v0.12.0.md

@ -0,0 +1,49 @@
---
title: "v0.12.0: the Azulian Tag Update"
date: 2022-03-27T15:39:21-07:00
draft: false
---
A new beta release of _Sketchy Maze_ is now available. This release brings a
lot of new features to the level editor, such as a Text Tool and Flood Fill
Tool, and adds a couple new levels for a game mode called "Azulian Tag."
In Azulian Tag, the player who is "It" (that's you) needs to avoid being
tagged by the enemy characters, most of which are Azulians. The Azulians
on these maps have an infinite aggro radius and will chase after the player
no matter how far away you are! To get the gold medal high score, you need
to find the secret exit hidden in each level. Otherwise, you're awarded a
silver high score based on how long you survive until one of the Azulians
catches you!
![Azulian Tag](/images/v0.12.0-azutag.png)
## New Level Editor Features
Some new drawing tools are added:
* The **Text Tool** makes it easy to stamp text messages onto your level,
choosing from one of the built-in fonts (including the Azulian language
font!) and using any of your level's colors.
* The **Flood Tool** implements a paint bucket to replace contiguous
regions of your drawing with a new color.
* The **Pan Tool** lets you easily scroll your level viewport with your
left mouse button or finger swipe on mobile. This is especially useful
for devices with touch screens so you can avoid accidentally editing
your level when you just wanted to scroll it!
New **Game Rules** can be customized on your level to change the game's
default behaviors, including:
* A **Difficulty** setting that can adjust the way enemy mobs behave.
On Peaceful, enemies ignore the player and do no harm. On Hard mode,
enemies become more aggressive, such as the Azulians having an
infinite aggro radius and run at the player at level start!
* The **Survival Mode** rule changes the meaning of "high score" for
the silver medal tier: you're awarded for _how long_ you survive before
dying rather than how quickly you beat the level. On these levels, the
gold tier for finding the Exit Flag unscathed is still awarded for
fastest time finding the flag.
[Download](/download) the latest release now or see the
[change log](https://www.sketchymaze.com/guidebook/changes.html) for full
details.

3
content/register.md

@ -34,8 +34,7 @@ now I have a couple of options for you:
</form>
If you have any questions, you can reach me at [support@sketchymaze.com](mailto:support@sketchymaze.com).
Also, check out the [Discord server](/discord)! I'm a bit new to all of that
stuff
Also, check out the [Discord server](/discord)!
## Buy once, free updates forever

106
content/screenshots.md

@ -0,0 +1,106 @@
---
title: "Screenshots"
draft: false
toc: true
---
The [Guidebook](/guidebook/) site has lots of screenshots of the game sprinkled
throughout, but here are a collection of interesting ones all in one place.
# Desktop
## Gameplay
![Zoo](/images/v0.11.0-zoo.png)
_Screenshot from the "Zoo" level in the Tutorial levelpack._
![Shapeshifter](/images/v0.11.0-shapeshifter.png)
_Screenshot from the "Shapeshifter" level in the First Quest._
![](/images/v0.9.0-gameplay.png)
_Screenshot from the "Boat" level in the First Quest._
![](/images/v0.8.0-gameplay.png)
_Screenshot from the "Castle" level in the First Quest._
-----
## Level Editor
![Level Editor UI](https://www.sketchymaze.com/guidebook/images/newlevel-2.png)
_Level editor viewing the Azulian Tag Tutorial map._
![Doodad Tool](https://www.sketchymaze.com/guidebook/images/doodads.png)
_Drag doodads into your level._
![Palette Editor](https://www.sketchymaze.com/guidebook/images/palette.png)
_Customize your level's color palette and properties._
-----
## Doodad Editor
![Doodad Editor](https://www.sketchymaze.com/guidebook/images/doodad-editor.png)
_Doodad sprites can be authored in-game._
![Doodad Properties](https://www.sketchymaze.com/guidebook/images/doodad-properties.png)
_JavaScript sources can be attached or exported in the Doodad Editor._
-----
# Mobile GNU/Linux
Sketchy Maze supports ARM 64-bit mobile GNU/Linux devices such as the Pine64
[Pinephone](https://www.pine64.org/pinephone/) ([Pro](https://www.pine64.org/pinephonepro/))
and the Purism [Librem 5](https://puri.sm/products/librem-5/). The screenshots
below were recorded on [Mobian](https://mobian-project.org) with its default
[Phosh](https://puri.sm/posts/phosh-overview/) desktop shell. The game should
run on any bog standard Linux distro running something like KDE Plasma Mobile,
GNOME Shell, Xfce, and can run normal Linux apps.
I try and make the game generally functional, if only a little awkward, on mobile.
The game's popup UI windows are kept under a certain size, it should run on
screens with an effective resolution of 375x750 like the Pinephone.
## Title Screen
The title screen is adaptive for landscape and portrait oriented phones.
![Landscape Titlescreen](/images/landscape-title.png)
![Portrait Titlescreen](/images/mobile-title.png)
## Mobile Gameplay
The game adapts when you rotate your phone.
![Landscape Gameplay](/images/landscape-gameplay.png)
![Portrait Gameplay](/images/mobile-gameplay.png)
## Editor
The level editor is usable on mobile. If your screen is wide enough, the toolbar
shows double-wide columns but will adapt to a single column to give you more
screen real estate to edit your drawing.
![Landscape Editor](/images/landscape-editor.png)
![Doodads window in the editor](/images/landscape-doodads.png)
![Portrait Editor](/images/mobile-editor.png)
There's also a setting to make the toolbars go horizontal instead of vertical,
it might or might not work for you:
![Landscape mode horizontal toolbars](/images/landscape-horizontal.png)
![Portrait mode horizontal toolbars](/images/mobile-horizontal.png)

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2
themes/notebook/layouts/index.html

@ -25,7 +25,7 @@
</p>
<p>
<img src="/images/v0.11.0-title.png" class="center portrait">
<img src="/images/v0.12.0-title.png" class="center portrait">
</p>
<div class="text-center">

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