Tidalis:0.411 Beta Release
Contents
New & Updated Levels
New & Updated Art/Music/Sound
Gameplay Additions
- New Item: Can 'O Beans
- Explodes and destroys all blocks in a small radius of where it is used.
- New Item: Extend
- Changes all blocks in a small radius from having single arrows to having double arrows.
- New Item: Constrain
- Changes all blocks in a midsize radius from having double arrows to having single arrows.
- New Item: Crystal
- All blocks in a small radius are destroyed and turned into usable items (with a few exceptions, such as walls).
- New Item: Quake Hammer
- Scrambles the blocks all throughout a well.
- New Item: Lightning
- Chars an entire column of blocks.
- New Item: Question Mark
- Causes the effect of another item at random (not color/special block placement, but any of the others).
- It obeys the list of enabled item types unless there are no valid options, in which case it will choose from the entire list.
- Causes the effect of another item at random (not color/special block placement, but any of the others).
- New Item: Huge Boulder
- Causes a single stone block to fall in every column of the chosen well.
- New Item: Rainbow
- Causes about 30% of the blocks in the chosen well to be randomly turned into white blocks.
Gameplay Updates
New Level Editor Features
Misc
- Changed Custom Game "Allowed Embedded Items" selection from specific items to item categories; so currently just place-color-block items and place-special-block items.
- Updated the Custom Game and Settings windows to make a bit more efficient use of space, and to make them be more 800x600 screen-resolution-friendly.
Bugfixes
- Fixed a bug that was previously causing embedded items to never spawn in the starting set of blocks in a level.
- In 0.409 and 0.410, the internal "Min Mouse Drag" variable was set 1,000x too low because of the new larger simulation scale. Fixed.
Internal Programming Notes
- The internals of the Usable Item handling have been heavily modified to match the existing enum/enumData pattern, which has superior flexibility for things like the AI handling, UI handling, etc. However, this has been married to the existing superclass patterns that were already there, which have superior flexibility for things like subclassing based on various sub-properies, etc. The result is a mix of both models, with the strengths of both and extensibility that is as simple as it is for the special blocks.