Reminder:

Make sure your build is at or higher than the latest build posted below. If it's lower, verify the game contents to force an update. It's also important to remember that the sandbox depot is not updated regularly. This depot is only used for confined testing. If you were working with me on one of these confined tests, please remember to opt out of the sandbox depot so you're always receiving the most up-to-date build of the game.

Friday, March 10, 2017

Build: 1684434

Freeze Bricks
A new type of brick was added into the game that will freeze the players movements when impacted. This will completely lock them out of any sort of movement whatsoever, including the ability to throttle their speed. Their momentum into the bounce is carried over and they will continue bouncing until they impact a non-frozen surface.

Orientation Change

Up until now, the players initial direction has always been downwards and the tornado's would always start off moving to the left when they landed on any surface. This seemed like an unfair restriction considering the starting orientation of just about every other component can be controlled in the editor when placing the object. Clockwork bombs can be told to spin clockwise or counter clockwise, homing fuses can be told to start moving up, down, left, or right, etc.

This build introduces the ability to control which direction the player spawn and tornado diamonds will start off in when the level begins.

Right now there's no indication of this in-game, for any objects. So when you start a level, you won't know whether the player is going to move up or down. However this is planned to be introduced in the form of a FreeView overlay, which will be visible from the start of the level as well.

Minor Fixes
  • Tornado's will no longer be destroyed upon loading the level.
    • This was a result of a new condition which destroys tornado's when they leave level bounds. Because they were placed before level bounds were destroyed before the level began.
  • The modifier panel in the editor no longer obscures the mouses input from placing components into your level when it's not open.
  • The default state for multi-group selection in the object toolbar is disabled to better replicate the group selection from the original object bar. This can still be manually enabled via the multi-group checkbox on the object bar however.
  • Level bounds should no longer show up in the level preview image saved with your level.
Known Issues
  • Objects will still show up as "out of bounds" if placed outside of level bounds on a separate layer.
    • Because level bounds don't respect objects outside of the "Playground" layer, this means solid bricks placed outside of the established level bounds on foreground or background layers will be flagged as "out of bounds" objects.
  • Level Editor won't properly overwrite saved levels.
    • This one's a bit trickier and might take a while to solve. The issue seems to be directly related to the permissions granted to levels saved via the editor. Nothing about the code surrounding the level saving has been changed so this could be a result of an update to Windows which is placing heavier restrictions on editing files from the games directory.
    • If this is the case, the default location for level files might be moved to the Documents folder.

Build: 1682052

Editor Update
This build introduces a couple of long overdue additions to the level editor. The first of which are level bounds to the level editor so you can see the automatic bounds being created for your level based on it's structure. The second being descriptions for objects.

Level Bounds
When creating a level, the game automatically placed level bounds around the level when playing it. This was fine but it left you sort of flying blind about what the bounds would look like when creating the level itself.

The editor can now display these bounds in real-time as you build your level so you can get a clear idea of where the edge of your level is. These bounds are important because it not only controls the camera but leaving the level will kill you.

Also nice is that these bounds will render on top of any objects regardless of layer, making it easy to see where the bounds are when you start building out your levels to have more intricate frames. However just like the grid and layers, these bounds can be disabled via the toolbar.

Bound Extender
With this update also adds the level bound object, which has been re-labeled as the "Bound Extender". The look and name has changed but it functions identically. It's an invisible point you can place on your level which will extend the bounds of the level. This allows for more open ended levels without the need to place solid bricks which could interfere with how you intend for the level to be completed.

Descriptions
You can now click on the name of an object above the object bar and get a description of the object you have selected. This was always planned to be added eventually but figuring out the cosmetic design wasn't entirely clear until after the new object bar was added and the visual styling matched better with the original vision for how it would look and function.

Missing Objects
With the addition of the new object bar, a couple of objects were accidentally forgotten. As mentioned above, one of these objects was the level bound or "Bound Extender" object. The other object that was missing was the Clockwork Brick. It's been re-added.

Sunday, March 5, 2017

Build: 1671831

Progress Update
It's been a little slow the past week. I recently replaced my main hard drive with an SSD and had to reinstall Windows along with all my other software. Things should be back to a normal pace now.

Tornado Spawn
A new prototype object has just been added into the game. The tornado spawn will spawn a single new tornado diamond into the level. When that tornado diamond has been destroyed, the spawn will create a new one. You can still place individual tornado diamonds, but this spawn will allow for renewable tornado diamonds in cases where they may, for instance, fall off of the level. This can be especially useful for levels where you may want them to repeatedly reappear in a certain position and create a condition where they'll repeatedly be destroyed to restore them back to their original spot.