Tidalis:0.903 Beta Release
Revision as of 08:42, 2 July 2010 by Dominus Arbitrationis (talk | contribs) (→New Level Editor Features)
Contents
New & Updated Levels
- Adventure levels 101-102 have been added, 97 and 99 have been updated.
New & Updated Art/Music/Sound
- The simple (and kind of ugly) basic credits window has been replaced with a scenic credits cutscene.
- An awesome new Credits music track has been created for this scene.
- The following themes have seen visual updates: Cavern, Fishing Village Night, River.
- The rain animations have been visually polished.
Gameplay Additions
Gameplay Updates
New Level Editor Features
- In the theme editor, it is now possible to define at what layer the cutscenes will be drawn. This allows for cool effects with foreground elements being drawn in front of cutscene elements.
- The level editor now supports a "Random Block" that allows for direct placement of random blocks.
Misc
- Bubbles no longer move at all during dying animation.
- Blocks with fire-on-death-by-adjacent-chain behavior (ice, fire, crystalizer, mainly) that affect adjacent blocks now apply that behavior more consistently when they are both being cleared by adjacent chain AND adjacent to another such block that is firing its behavior. Now the adjacent-chain-clear has priority so those gray-area blocks will now all activate and clear rather than be affected by another activation and perhaps not clear (or perhaps get crystallized itself, etc).
- More networking updates:
- Now when a player tries to load a game board during a networking session, instead of just playing the board immediately it shows a detail screen about that board to both players, and allows the other player to accept or reject the request to play that board. The requester can also cancel their request.
- If a request is rejected or canceled, a message is popped up on the alternate party's screen, and the game goes back to where it was before the request for both players.
- If a request is accepted, then the game loads the board immediately and play commences as it previously would have.
- When a level is loaded for play, all open windows are closed. This prevents some problems that could previously lead to desyncs and other flow issues.
- Now when a player tries to load a game board during a networking session, instead of just playing the board immediately it shows a detail screen about that board to both players, and allows the other player to accept or reject the request to play that board. The requester can also cancel their request.
- Finished implementation of no-positive-handicaps filter on find-internet-games.
- Implemented more meaningful match scoring system for find-internet-games.
Bugfixes
- In previous versions, you could not use items on remote wells during network play. Fixed.
- Previously, cutscenes would fail silently if they could not open. Now an error message is displayed temporarily onscreen.
- Weather effects are now drawn in front of cutscene elements (aside from text), as you would expect.
- Fixed some bugs with premature game overs when the entire board was under water, and with blocks hitting a rising stack and being pushed above the board.
- Fixed bug where using an item to place a special-block-that-cannot-survive-on-the-bottom-row (glass, stone, etc) on the bottom row would result in it getting stuck there. Now should properly fall or die, etc.
- Fixed bug where direction-locked was not showing on pre-level screen or in-game help on boards that could have blocks in that state.
- Fixed bug in display of direction-locked icon in pre-level screen.