Difference between revisions of "Tidalis:0.412 Beta Release"
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* The GUI windows for the game have had their skin improved to be clearer and easier to visually parse. | * The GUI windows for the game have had their skin improved to be clearer and easier to visually parse. | ||
** The checkbox toggles, in particular, are much easier to read as they now use the bordered text style. | ** The checkbox toggles, in particular, are much easier to read as they now use the bordered text style. | ||
+ | ** Also, tooltips now use a higher-contrast color so that they stick out more and are more easily readable. | ||
== Gameplay Additions == | == Gameplay Additions == |
Revision as of 21:08, 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 five new segments of the adventure map are now in place.
- The GUI windows for the game have had their skin improved to be clearer and easier to visually parse.
- The checkbox toggles, in particular, are much easier to read as they now use the bordered text style.
- Also, tooltips now use a higher-contrast color so that they stick out more and are more easily readable.
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.
- New Emission Statue special blocks.
- Every 15 seconds, all emission statues emit a stream of the color that is sitting directly in front of their mouths. If that results in a successful chain of 6 or more blocks, then the emission statue is cleared.
- These don't flash or anything, but players who wish to keep track of exactly when these will emit can keep an eye on the timer, as it will happen on 0, 15, 30, and 45 seconds of each minute.
- There are two variants of this, one each facing left and right. If an emission statue is facing directly into the edge of the well, it will turn around instead of emitting a color.
- Every 15 seconds, all emission statues emit a stream of the color that is sitting directly in front of their mouths. If that results in a successful chain of 6 or more blocks, then the emission statue is cleared.
- New Pit Monster special block.
- Every block that falls into its mouth is eaten (most specials included, except turnips). When it eats a block, it turns it into charred waste beneath itself. Can only be destroyed by dropping out of the bottom of the well.
- New Icer item.
- Direction-locks all color blocks within a small radius of where it is used.
- New Turnipalooza item.
- Turns an entire row of blocks into turnips.
- New Color Popper item.
- Destroys all of the blocks of the clicked color in a well.
- New Fence item.
- Prevents any new blocks from falling into the chosen well for 15 seconds.
- New Hourglass item.
- Freezes all block and stream movement in the chosen well for 15 seconds.
- New Running Shoes item.
- Forces fast-forward to run in the chosen well for 15 seconds.
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.
- When eaters and pit monsters eat a block, the dying animation is no longer played for that block. This makes it so that eaters can fall more gracefully without some of the subtle timing issues they previously had.
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).
- GameBoardTitle now has TileToLeft and TileToRight to help with things like emissions statues, following a similar pattern to the existing TileAbove and TileBelow.
- Support for chains with different minimum chain size requirements has now been added.
- References in the code to TileSizeSim and Disp were obsolete and have been removed for correctness and clarity.