Difference between revisions of "Tidalis:0.417 Beta Release"
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* The buttons at the top of the screen have had some size adjustments, and now automatically slide around as needed based on which are visible and which are not (to keep things as compact as possible. | * The buttons at the top of the screen have had some size adjustments, and now automatically slide around as needed based on which are visible and which are not (to keep things as compact as possible. | ||
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+ | * The Pause button has been removed, as it had the same function as the menu/resume button, which was more clear (most players were seeming to miss the pause button entirely). | ||
== Bugfixes == | == Bugfixes == |
Revision as of 20:24, 23 May 2010
Contents
New & Updated Levels
New & Updated Art/Music/Sound
Gameplay Additions
Gameplay Updates
New Level Editor Features
Misc
- The game mode selection area in the custom game screen is now two rows high instead of just one, which is needed now that there are more than 12 game modes.
- Cutscenes are always now shown in an 800x600 view that is centered on the screen with letterboxing. This gives a slight cinematic look, but mainly it lets us ensure that the scene makes visual sense at any resolution.
- The Help button has moved to the top of the screen rather than the bottom, with the other buttons.
- The buttons at the top of the screen have had some size adjustments, and now automatically slide around as needed based on which are visible and which are not (to keep things as compact as possible.
- The Pause button has been removed, as it had the same function as the menu/resume button, which was more clear (most players were seeming to miss the pause button entirely).
Bugfixes
Internal Programming Notes
- The Width and Height properties on Game.Instance have been split into ActualWidth/Height and EffectiveWidth/Height on GameDisplay.Instance in order to allow for letterboxing in any chosen resolution.
- The EffectiveTop/Left on GameDisplay.Instance is for use with the mouse cursor on non-GUI elements, and otherwise just sets some properties on the UnityRenderer to do global offsetting.