Difference between revisions of "Tidalis:0.851 Beta Release"
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== New & Updated Art/Music/Sound == | == New & Updated Art/Music/Sound == | ||
+ | * The visual quality of the HUD windows has been polished quite a bit. | ||
== Gameplay Additions == | == Gameplay Additions == |
Revision as of 22:13, 12 June 2010
Contents
New & Updated Levels
New & Updated Art/Music/Sound
- The visual quality of the HUD windows has been polished quite a bit.
Gameplay Additions
- Added 11 new achievements.
Gameplay Updates
- Added preliminary implementation of a variable-sensitivity for direction dragging based on recent mouse vectors.
New Level Editor Features
Misc
- Added "Reduce Visual Stimulation" toggle to settings menu for players who for whatever reason prefer less flashiness (this defaults to off, of course). Only a few effects are currently suppressed by this option.
- Made settings, quit, and license key buttons visible on level folder selection and level selection windows for both play->levels and the level editor.
- Viewing level listings in the play->levels menus no longer reloads the level list from disk each time.
- Added choose-resolution-settings prompt to be the very first window shown when the program is run and these settings have not been chosen.
- Made the Quit confirmation popup use the same remember-what-was-open-and-reopen-it-when-done logic as the settings menu. Made Quit button visible in pretty much every case when the title screen menu is visible.
- License Key popup now uses same what-was-open memory as the Settings and Quit-Confirm windows, and is now visible in trial mode any time the title screen menu is showing (also made Quit visible in a few cases where it wasn't after the last fix).
Bugfixes
- Fixed bug in smart drag where it was considering special blocks improperly.
- Fixed bug causing (non-crashing) indexOutOfBounds exceptions.
- Fixed bug preventing high-score-for-this-level from showing on the adventure map node tooltips.
- Fixed bug where the fast foward buttons could get "stuck".
- Fixed bug where the stats tracking for "Total Blocks Cleared" was being incorrectly set (generally to zero) when loading the game.