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Changelog

Nill edited this page Jun 29, 2021 · 21 revisions

BETA 0.20 (6/24/21)

  • Added another music track
  • Added a 'slow' state to all enemies that did not have one
  • Keys, doors, and other 'non-items' no longer count toward the 'pickup count' statistic
  • Plus mode is now the default game type
  • New items:
    • Added yellow jar - destroys all dirt bricks
    • Added purple jar - destroys all spawn points
    • Added dark blue jar - slows down all enemies to speed 1
  • Selected cell in editor now remembered between rooms (stored in save slot)
  • New Find functionality in Layout Mode:
    • Ctrl+Shift+F to find all instances of the selected cell
    • Ctrl+Shift+N to go to the next room (numerically, with wrap-around) containing the selected cell.
    • Both functions search the embedded Bundle (and not any temporary .room save files not yet built)
  • Replaced all purple hourglasses with purple jars
  • Purple hourglass now sets life to 15,000

BETA 0.19 (6/22/21)

  • Added another music track
  • Added more levels

BETA 0.18 (4/20/21)

  • Added a keyboard controls in Object Mode to directly set direction (L/R/U/D/N)
  • Objects mode no longer allows Direction: None on items that don't support it
  • Added alternate behavior for sparkies, controlled using AltGraphics flag; new behavior causes Sparkies to go through dirt blocks and other non-concrete walls
  • Generalized WallHugger to accept a collision test as a delegate rather than have variants for 'goes through tiles' and 'goes through dirt'.
  • Finished all normal (non-hex) rooms in plus mode (1 through 100)
  • Enemy fireballs now have a maximum life of 200 ticks (for really large rooms)
  • Fixed bug with shrine selection in editor

BETA 0.17 (3/25/21)

  • Adjusted speed of intro star circle to resemble NES (even though the speed of that intro is a product of CPU lag)
  • Implemented title screen
  • Partially implemented classic mode ending sequence
  • Fixed background pattern in several rooms not matching NES in both Plus and Classic
  • Compressed some existing music using a better OGG bit rate
  • Fixed bug offsetting room number when shown above doors
  • If a door is no longer a door the room number also disappears now
  • Fixed a bug when encountered when Adam ground-pounded certain types of blocks
  • Fixed a very serendipitous texture overflow bug in which Cell.TempBlock (0x10000) (used briefly to make a cell solid while Dana is creating a block there) was rendering as Tile 0x10000 (out of bounds) which manifested as being full of the last color in the texture (which worked fine until the last tile in the texture no longer empty).

BETA 0.16 (3/18/21)

  • Fixed a bug in doors mode
  • Added bubble bobble easter egg
  • Added ability to override starting life for a level
  • Added ability to edit all three lines of 'Thank you Dana' text per level
  • Added many more rooms
  • Fixed bug in music code
  • Added the Blue Bell item, which summons Mighty Bomb Jack from the door
  • Fixed a bug with starting camera position
  • Fixed a bug that occurred when Dana started a room after dying holding a key that spawns in a random location
  • Added missing '1up' superscript when Dana gets 1-up from 10 fairies
  • Fixed bug in scroll with > 9 items

BETA 0.15 (2/27/21)

  • Added green slime droplets (hurts Dana/Adam)
  • Added pink droplets, which will collect items for Dana/Adam and errode dirt blocks from above
  • Blue and green droplets combine to form pink if they collide
  • Added 6 more rooms

BETA 0.14 (2/20/21)

  • Fixed a bug in which salamanders destroying blocks would leave phantom object behind
  • When collision view is enabled, the current debug object now is shown with a white square around it
  • Fixed a level editor key binding collision; In doors mode 'D' toggles door numbers while Shift+D sets the target room number of the door.
  • Fixed bug when Dana entered a warp room+x/y door after collecting a shrine/bonus room.
  • Fixed bug where Panel Monsters have no tile in editor if their direction is N.
  • Added water/slime/blood droplet support. See Droplets for more information.
    • Added Droplet GameObject
    • Added Droplet ObjType
    • Added Enum DropletType
    • Added DropletType, DropletRate, and DropletChance to Spawn
    • Added support for sub-frame animations (16x16 tiles that are really 4 frames of 8x8 animation)
    • Added arbitrary width/height support for GameObject's.
  • Fixed editor bug that crashed the game if you deleted a spawn slot under certain conditions

BETA 0.13 (2/8/21)

  • Fixed issue with Cell Select palette in editor
  • Added Layout.UseSFForBorders which tells the game that parts of room's border are on the SFG layer and that it should render this as part of the title card/intro.
  • Moved some key bindings around in Layout and Camera Editor Modes
  • Moved reward types for GameObjects from a switch statement to a virtual property
  • Fixed bug where Room 21 led to Room 16
  • In Plus mode, star animations now sparkle colors when using a Golden Wing. In the NES this was indicated using a slightly faster animation but the difference isn't as noticeable at full speed.

BETA 0.12 (2/6/21)

  • Implemented CI/CD. Newly checked-in code will automatically publish upon a successful build.
  • Interrupting sounds are now stored a Stack<Interruption> fixing a bug in which music stopped if a sound interrupted another already- interrupting sound, for example Dana warping onto a key.
  • Fixed bug in which life counted down after a level but never actually added to the score.
  • Fixed bug that was causing life countdown after level to be interrupted mid-way
  • Added (normally unnoticeable) background rectangle to "Thank you Dana" text in the event pieces of the level's border are obscuring it (in a large room)
  • Added one additional shrine and one additional seal to scale Plus mode out to 100 standard rooms (with 100 being the final room)
  • Fixed bug where "Copy to Story" did not update the story property of the target layout
  • Added "no enemies remain" spell trigger
  • Fixed bug where level select music kept playing
  • Fixed a huge bug in wrapping detection code that was breaking wrapped EnemyFireballs

BETA 0.11 (2/1/21)

  • Fixed bug in which Audio Effect was sticking because ResetMix and UpdateVolume were not getting called during music changes
  • Fixed bug where volume would change abruptly when using location-tracked dynamic audio and Dana jumped off the top of the screen
  • Added GameObject.EffectivePosition -- it's the object's position but stops updating 32 pixels away from any edge of the room
  • Added 3 more dynamic audio effects
  • Fixed bug in MultiTrack.ResetMix not chaining to Next
  • Spell upgrade (perfume bottle) now works on snowballs as well
  • Fixed bug when Adam ground-pounded ash blocks
  • Improved animation when ash blocks are broken
  • Added "Reverse Sparkies" spell type
  • Fixed bug in some enemies caused by an error in collision code that only manifested when an enemy was spawned with a Direction of None.
  • Objects spawned with a Direction of None are now set to a Right.
  • Added proper 10 frame state hold when Dana hits his head
  • Dana can slowly break frozen blocks by hand by using magic on them rapidly. This is the counter-part to Adam's ability to stomp through the floor below him.
  • Added level select cheat code and fixed cursor bug in level select
  • Fixed coloring of two sparkle effect tiles
  • Added missing crouch-walking animation for Dana and Adam
  • Cleaned up a lot of Dana's controls, collision, and rendering code

BETA 0.10 (1/25/21)

  • Fixed bug where Classic mode Game Over cheat returned to room "29" (41) instead of room "41" (0x41).
  • Fixed bug in breaking a cracked block
  • Fixed bug introduced in 0.9 where help text did not scroll with mouse wheel

BETA 0.9 (1/21/21)

  • Moved the Options.AutoStart boolean to a command line argument (/s)
  • Added command line argument '/d' to force debug mode on
  • Debug mode no longer hard-coded on
  • Demo mode no longer plays level music
  • Increased Goblin's hitbox slightly as fireballs on ceilings were not colliding as they should
  • Plus mode: Adam and Dana no longer share lives
  • Plus mode: Adam and Dana's lives both appear on title screen
  • Plus mode: Press Fireball button to exchange lives on title screen
  • Added sound effect to moving the menu cursor
  • Removed the "hybrid fireball jar" and "time and money" items
  • Added the Snowball Jar and Super Snowball jar. Snowballs are like fireballs but can cling to frozen blocks and also will reveal any hidden items they fly past.
  • Adam can crack and possibly destroy blocks directly below him by holding the Crouch button while hitting the ground.
  • Added the Green and Dark Blue Burns enemies. Dana is immune to the Green Burns, and Adam is immune to the Dark Blue Burns. These can be used to create character-specific areas.
  • Fixed a bug in which Room 36 was missing from the Plus story.
  • Wrote a batch script to (re-)generate and slice the tile art for the wiki automatically from the internal atlas
  • Dana and Adam's starting position is now stored separately
  • Dana and Adam's starting direction is now stored/editable
  • Added Ash blocks, black blocks that Dana can break, which also break all adjacent ash blocks at the same time
  • Fixed a bug where some doors would be open even before Dana opened them in the intro sequence
  • The game session now tracks DoorsOpened throughout the entire game, in case the player returns to a room
  • Fixed bug where Esc was not canceling editor help/inventory screen

BETA 0.8 (1/20/21)

  • Implemented Dana's apprentice Adam, press the Magic button during the title screen in Plus mode to toggle characters
  • Implemented per-room property (Character) to give the ability to force Dana or Adam for a given room
  • Added a '!' to the character set/font, and it is now used on the Thank You screen (except in Classic mode)
  • Fixed a bug that was preventing Game Over (I thought it was a feature I added to debug mode, lol)
  • Changed maximum valid room number to 0x2FF, allowing for 768 theoretical rooms in a single story
  • Moved all portable story arc rooms in Plus story (Solomon, Princess, Page/Space, Page/Time) to the 0x20X range rooms so that they're not taking up room numbers 49-53
  • Corrected some minor issues in some of the Plus story rooms

BETA 0.7 (1/20/21)

  • Implemented the true GDV calculation from the NES
  • Game sessions now store total number of fairies collected as well as flags to indicate whether the Princess or Solomon's Key has been saved
  • Ongoing story and plus mode work
  • Implemented Level Select/room management game mode
  • Pressing Ctrl+F8 in Debug mode now displays your current GDV
  • Fixed issue where building the game bundle did not include hexadecimal rooms
  • All completed rooms now included in embedded asset bundle
  • Fixed bug that allowed Dana to cast magic on a Burns even while it was falling/dying
  • Fixed jumping bug introduced in 0.6 where we were using .Pressed() instead of .Down()

BETA 0.6 (1/15/21)

  • Added Demo recording and playback functionality
  • Implemented "attract mode" (auto demo playback from Title Screen)
  • Recorded the demo of Room 3 (from NES version) and also a demo of Room 1
  • New BundleItem class to describe per-story per-room assets in the embedded Bundle
  • Made Window Title more descriptive and fixed cases in which it wasn't updating
  • Building the bundle now includes levels and demos from the currently loaded bundle (merge)
  • Added a Level Editor menu option to build a bundle without the assets loaded from the current bundle
  • Added "Help" option to Level Editor menu
  • Up/Down key bindings now scroll Help text in addition to scroll wheel
  • Fixed a few key bounce issues when a menu triggered help text or another menu

BETA 0.5 (1/11/21)

  • Fixed a bug in which layout of levels loaded from the internal asset bundle persist between instances of being loaded
  • Fixed a bug that occurred when a key opens no visible doors
  • Adjusted X pixel of a fairy on the "Thank you Dana" screen which was incorrectly adjusted previously based on the incorrect text centering logic
  • Fixed a bug that caused the "Level editor" menu item to not appear consistently
  • Published first draft of Wiki complete with reference section and story for Plus mode

BETA 0.4 (1/11/21)

  • The directory created to store local files will now be created at ~/Library/Application Support/SKX on macOS and ~/SKX on Linux. Windows continues to use %APPDATA%\SKX.
  • Music/fairies audio now fades when the Game fades to/from black
  • Fixed bug with centered text off by 8 pixels

BETA 0.3 (12/28/20)

  • Switched all music to Ogg Vorbis format to save space
  • Implemented Bundle class to represent the bundle of included rooms and other baked configuration. Gets compiled to XNB.
  • Added vaporwave mode and the vaporwave heart item
  • Controls to change room numbers in Doors and Magic mode now prompt for room number instead of incrementing/decrementing
  • Fixed bug with parsing room number from json filenames
  • Complete re-do on control handling in the editor; Command objects are now created by the various EditorModes and the base class handles all input handling, as well as procedurally-generated editor help. Tidbit is used to add help text to the help menu without a binding.

BETA 0.2 (12/12/20)

  • Generalized FireBreather class
  • Added GameObject.OnWrapped() to signal to GameObjects that they have overflowed the X or Y boundary of the level so that they can unload if necessary.
  • Added GameObject.NoWrap which can be used by GameObjects to prevent automatic position remapping.

BETA 0.1 (12/2/20)

First externally released build.

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