Saturday, 30 June 2018

Beta 2.1.15 Released

Just a small update this week.


Changes

  • Bugs fixed
    • The fix for copiers in the last update mistakenly applied to copiers in all old levels, not just new levels.
    • If you got the secret on level 41, the game wouldn't recognize it.
  • Minor changes to some levels

Sunday, 17 June 2018

Beta 2.1.13, 2.1.14 Released


Lots of bugfixes this time, but a couple of new goodies too. Windows users, you might have to download it manually. The updater is still a bit temperamental.

The Steam release draws ever closer — I've decided that I want the game to come out of beta before it goes onto Steam. Leaving beta doesn't mean I'll stop updating; it just means there can't be anything left that feels unfinished. It also means I need to do a trailer. I hate doing trailers. I hate it so much! I just want to write my game and have people magically know it exists.

What's New

2.1.13

  • New stuff!
    • Gas clouds
      • I originally wanted these to expand, and I perhaps they will in the future, but I implemented it and I didn't like how it played. So for now they just hang there.
    • A couple of new enemies
    • The portable yin-yang protector item is now unlockable for use in the editor.
  • Levels up to 100 ;)
  • Optimizations
    • Improved texture compression — textures now 24% smaller on disk and in memory.
    • Reduced memory usage from 80 bytes per map cell to 64. Smaller data means smoother gaming!
  • Bugs fixed
    • Pressing weird keys on the keyboard could crash the game
    • Bullets would sometimes miss mirrors they were supposed to hit. This shouldn't happen anymore.
    • Cursor no longer disappears when pointing at the window titlebar or border on Windows.
    • The editor has a feature which draws walls around your map for you, but it didn't always work reliably. Should be better now.
      • Putting walls around your map is a good idea because otherwise the terrain generator doesn't know what to do and you get a black background.
      • I'm thinking about adding “style points” for maps, where maps that are ugly in this way get a lower ranking.
        • Maps that rely on bugs could also be detected.
    • Re-wrote copiers
      • These were really janky. You could use them to copy items onto things like conveyor belts, which led to general bugginess.
      • You could copy yourself, which is a neat idea, but it was extremely buggy. This has been removed for now. It'll probably come back in some form.
    • Fix ramps getting stuck down if stuff died on them
    • Fix un-gettable secrets
  • Lots of small audio and graphics fixes and improvements
  • Lots of tweaks to levels and a few bad levels totally replaced
  • Changed the maximum level size
    • The old maximum was 1000x1000 cells. No levels came close to this.
    • The new maximum is 16384 cells total (any dimensions). Only 2 level pit levels exceeded this, and those had performance problems. Those levels will still work, but new levels have to be under the new limit.

2.1.14

  • Fixed a couple of problems with 2.1.13
    • Some items were missing from the editor on Windows
    • Some network requests would still be made in offline mode
    • Menu keyboard shortcuts were broken
  • Improved a couple of levels

Sunday, 4 March 2018

Beta 2.1.12 Released

What's New

  • M U S I C
  • Levels up to 99
  • New items
  • New graphics and small graphical fixes
  • Bugs fixed
    • You used to be able to glitch the editor into letting you put a lowered ramp tile with nothing on it. This made no sense.
    • The level select screen is meant to show you which secrets you've found, but it didn't work properly. Should be OK now.

Saturday, 24 February 2018

Beta 2.1.11 Released

What's New

  • We're getting very close to 100 levels, so I'm starting to go back and improve the quality of the existing levels.
    • Loads of the early levels were way too hard! It made sense for level 41 to be hard when there were only 41 levels, but not anymore. I've gone through and toned down the difficulty of some particularly frustrating parts.
      • Later levels will remain frustrating.
  • New cosmetic floor tile: A handsome grate with spinning fan.
  • Graphical improvements
  • Bugs fixed
    • Exploding floors will now definitely kill you; no exceptions! You used to be able to run right through the explosions if you timed it right.
    • Fixed some audio bugs. For one, the sounds played as if you were listening from the player model itself, which led to a jarring stereo pan when you moved past something. The audio listener is now placed at the camera, and everything sounds much better.
    • Removed some unfinished items that I accidentally left in the editor palette last update.

Saturday, 17 February 2018

Beta 2.1.10 Released

What's New

  • New stuff
    • Levels up to 90
    • New enemies
    • Ice teleports
  • Gameplay changes
    • Boxes now fall down holes
  • Massive performance improvements
  • Minor graphics, sound & UI improvements
  • Bug fixes
    • Fixed mouse cursor disappearing on Windows
    • The protector item now protects against being squashed by boxes
    • Hardballs don't come back once you've collected them
    • Might have fixed the savepoint/replay bug for good
    • Fixed the game sometimes forgetting what levels you've done
Steam support is coming along nicely too. What I haven't decided is whether to release the Early Access version on Steam, or wait until the game is done. In either case, the Steam page should be up fairly soon — but I need to do a trailer first. I hate doing trailers! I'm bad at it and it takes ages. Oh well, gotta take the rough with the smooth.

Enjoy!

Sunday, 22 October 2017

Beta 2.1.6, 2.1.7 Released

Changes

  • 2.1.6
    • Fixed being able to shoot several bullets at once
      • People were rebinding their keys and pressing all the 'fire' keys at once. This made me laugh out loud. Well played.
    • Fixed Enemy Lock
      • If you killed the last few enemies at the same time, enemy locks wouldn't open.
    • Colour doors & locks now have something other than colour to distinguish them
      • In case anyone's colour-blind or has a broken monitor. I should do the same for red/blue stuff at some point too.
    • More levels
      • This brings the level count up to 70.
      • Also, many existing levels altered and rearranged.
    • Unlockables
      • Some levels now have rewards other than just getting to the next level.
    • New Items
      • Quite a few new items in this release. I won't go into detail because I don't want to spoil the fun. See what you can find!
  • 2.1.7
    • Fixed an unwinnable level that I left in 2.1.6 because I'm a total pro.

Sunday, 18 June 2017

Level Pit Maps


I've written some code to generate maps of Blackshift levels. For your entertainment, here are the top ten level pit levels, mapped:



The blue dot is the start, pink are enemies, and yellow to red is the danger rating (proportion of players who died at each location).

I was thinking it might be nice to put the maps in the level pit interface so you can see the layout of the level before you play it.

Update: By request: