Difference between revisions of "Tidalis:0.412 Beta Release"
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*Adventure map scroll-offset updates now happen in FixedUpdate, not Update, so that speed is constant across framerates, etc. | *Adventure map scroll-offset updates now happen in FixedUpdate, not Update, so that speed is constant across framerates, etc. | ||
− | * | + | *_FlipX and _FlipY can now be appended to Special Block Names, as _Inverse can be, in order to flip the texture on the X or Y axis (_Inverse has to do with animation frame order only). |
[[Tidalis]] | [[Tidalis]] |
Revision as of 13:18, 18 May 2010
Contents
New & Updated Levels
New & Updated Art/Music/Sound
- The Tidalis logo, on the main menu, now has a cool animation.
- A new Foothills visual/music theme has been added.
- The art for three new segments of the adventure map are now in place.
Gameplay Additions
- New Color Blocker special blocks.
- Special colored block that absorbs any streams of the same color that hit it. Can only be destroyed by dropping out of the bottom of the well.
- There are six variants of these, one for each of the six basic colors.
Gameplay Updates
- Stones and eaters no longer fall through the board-reshaping wall tiles. That was inconsistent with the other fall-out-of-the-bottom-of-the-well-to-die blocks, and seemingly unneeded based on how level design has turned out.
New Level Editor Features
Misc
- Using the fullscreen/windowed toggle button in the upper right corner of the screen now causes the fullscreen/windowed preference to be remembered in the settings.dat file.
- This makes the game consistent with the last state if it is later closed and reopened, and also avoids issues with the settings window causing the game to revert back out of the currently selected mode.
- Thanks to Zack Cataldo for suggesting.
Bugfixes
- Fixed bug where game style indicators from previous level were showing on the adventure map.
Internal Programming Notes
- Adventure map scroll-offset updates now happen in FixedUpdate, not Update, so that speed is constant across framerates, etc.
- _FlipX and _FlipY can now be appended to Special Block Names, as _Inverse can be, in order to flip the texture on the X or Y axis (_Inverse has to do with animation frame order only).