Releases: AM-Mikey/Laputa
alpha-1.8
After the very long wait, here is the latest build! Full changelog will be in the works, but for now, here's the broad strokes
Changes
- Added Level Editor (F10)
- Finalized the way that tilemap layers are handled (for new maps)
- Added trigger view mode (insert)
- Reworked the way Props and Triggers are handled, fixing a lot of broken entities
- Updated the way guns work internally (some guns are temporarily removed)
- Added new enemies
- Reworked the way audio is handled for better management of music / sound effects
- Reworked the way debug hotkeys are handled
- Changed pc movement to a state-based system
Bug Fixes
- Fixed bug with saving and loading
- Fixed bug with entering a loadzone or door
alpha-1.7
CHANGES
-Added gameover screen.
-Added debug info screen, accessible with ` (backtick/tilde)
-Created Spawn layers for effects and items so they spawn at consistent z-layers
-Added tall grass proptile with lawnmowing action
-Added save disk prop with spinning action
-Added flickable lamp prop
-Added footstep SFX
-Sped up run animation
-Made muzzle flash animation follow gun sprite
-Changed defaults on menus to x-accept, c-deny
-Changed default "inspect" on controller to nintendo y, playstation square
-Changed default "inventory" on controller to nintendo x, playstation triangle
-Removed broken and outdated levels from level select (rip DebugLevel)
-Changed starting level to Village
-Added blinking animation for Sage
-Changed Village temp music to mimiga town
-Made changes to Village tilemap and altered palette
-Added Village interior palette
-Redecorated MechanicShop and OldHouse levels
-Added Bar level
-Redesigned Cave tileset
-Reworked CaveZed level
-Reworked Horizontal level
-Added WIP Grabber enemy
-Added Sphagnum enemy
-Worked on boss fight mechanics, going back to simple shapes
-Allowed for free movement during dialog
-Added triggered dialog and added test example
-Added /focus and /unfocus dialog commands for manipulating the camera
-Added /turn command for flipping an NPC
-DialogBox now works off of Richtext, allowing for changes in font and color
BUG FIXES
-Fixed gun rotation/flip with animation blending. Now gun sprite is transformed when animation changes
-Fixed dialog softlocking the game
-Removed broken test objects from Village
-Fixed sliding on ladders
-Fixed Text Y spacing for dialog boxes
INTERNAL
-Reworked the way the game calculated version number, allowing internal versions to have both a build number and an internal version ID
-Merged Player.gd and Recruit.gd (finally!)
-Organized Camera code and moved to CameraManager
-Organized Weapon code and moved to WeaponManager
-Reworked DialogBox code
-Created test/example levels
-Analyzed palette making for tilemaps
-Analyzed CS's backtracking and how it expands gameplay time
-Created walking animation template for NPCs
-Started work on Abandoned Village tilemap
-Started work on PirateShip tilemap
CONCEPT
-Created Burnpit concept
-Created Mirror Pool concept
-Created Laputian language concepts
-Created Lost Boys concepts
-Added new level order concept
-Created Pirate seaplane concepts
-More character concept sketches
alpha-1.6
CHANGES
-Added custom UI skin with new font
-Default keyboard controls have been changed to z-autofire, x- jump, c- manual fire, and v- interact
-Added controller support for all UI menus
-Added controller config menu and allowed controller bindings to be saved
-Added HUD graphics to show the order of other weapons in inventory
-Ladders now require you to press up or down to attach, instead of just holding them
-Grenade launcher now shoots directly forward if looking down while firing
-Muzzle flashes are now spawned in-world instead of tied to the player's position
-Finalized xp graphics and sizes
-Canceling your jump midair now lets your vertical speed decrease instead of setting it to 0
-Recruit now has no friction in the air, allowing you to maintain horizontal speed while jumping
-Added placeholder grenade explosion sprites
-Added splash effect
-Added player velocity to debug print
-Created three explorable practice levels
-Remade Horizontal level
-Land and bonk effects are now particles that emit based on collision normals
-Changed the way descriptions are laid out in inventory
BUG FIXES
-All enemies now die instantly, preventing them from doing things like firing bullets after death
-Stalagtites can now fit through 1x1 gaps
-Fixed camera stutter when moving up or down on ladders
-Fixed multiple bugs relating to StarPop animation not clearing during bullet fizzle
-Fixed bug where xp didn't clear after playing pop animation
-Fixed dialog box not resizing to screen
-Prevented xp bar from flashing when taking damage equal to 0
-Rewrote vertical camera panning so it always lines up with the animation
-Prevented bonk sound from firing more than once on angled surfaces
INTERNAL
-Massively reorganized all assets and source
-Removed unused cave story songs and generally cleaned up to bring the file size from 300MB to 60MB
-Effects and items now render on specified layers to prevent clipping
-Rewrote Recruit's animation code to make it clearer and more efficient
-Cleaned up Recruit's movement code
-Cleaned up HUD code (finally)
-Reimported all Cave Story SFX with proper gain
-Redid debug tilemap
CONCEPT
-Created more villager characters and added color to some
-Created concept for pirate ship
-Started concept for Recruit's room
-Started work on proper climbing animation
-Created Mockups for Horizontal and Vines
alpha-1.5
CHANGES
-Settings and bindings now save on exit
-Default controls are now more familiar to cave story's
-Changed the feeling of movement in general Press HOME to change between the old and new profiles! Let me know which one is better
-Grenade Launcher can now fire upwards/downwards! Added three levels with custom stats/graphics to it.
-Completely reworked the way Recruit's animations play and are stored. Now different animations are different sprite sheets. Animations in the same group (ie. run left look down, run left look up) now blend properly.
-Updated placeholder animations for Recruit
-Yes/No dialog option re-implemented (check village for a demo)
-Pressing advance dialog while dialog is printing now prints the rest instantly
-Some new window and door sprites for Village
-Door Triggers render their sprites on a lower layer now, If you notice doors are missing they are just invisible. Ideally, I'd like to stop rendering them entirely and just rely on tile graphics.
-Overhauled design for vines level
-Load zones now freeze Recruit's animations until the next area is loaded.
-All levels now display internal names instead of display names for level titles (This is to better discuss issues while in alpha)
-Added Max Xp graphic (Thanks AsperDev!)
BUG FIXES
-Fixed crash on entering/exiting level too quickly
-Wipe Transitions that go down or up now properly fill the screen
-Level title now waits until transition has finished to display
-Rebinding controls now only removes the previous keyboard or mouse input, not affecting joypad input
-Delete all data button now deletes all .dat and .json files instead of just specific ones
-Advancing dialog only accepts one input, preventing accidental skipping
-Face sprite no longer shows up after dialog has started
-Allowed dialog to start on the third line, and added a spillover failsafe.
-Recruit no longer slides up slopes (Thanks Duncathan!)
INTERNAL
-Most UI menus are now deleted once they're closed instead of being hidden
-Cleaned up debug printing
-Cleaned up Inputmap actions
-Controls are now saved in inputmap.json instead of config.dat
-Hid ControllerConfig menu until it's functional
-Dialog strings can now start and end with newlines
-Dialog commands can be placed at the end of lines
-Added function to seek to the next instance of a substring in dialog
-Reformatted build version number (for hopefully the last time)
CONCEPT
-Lighting concepts for cave zed
-Added some poses for the boss Emily
-Concept art for gatehouse
-Created mockup to combine abandoned village and cloud factory levels
-Started work on alternate windmill platforms
alpha-0.0.4
CHANGES
-Moved all slopes to be autotiles, massively speeding up the process of making maps
-Overhauled graphics for Village and started work on Cave Zed
-Now HP number changes from silver, to orange, to red when at low health.
-Damage numbers are now fully functional, and actually spawn before an enemy dies
-Added controller demo to key config menu temporarily, until it has it's own menu
INTERNAL
-New system for organizing tiles and process from concept to level
-Did testing for the feasibility of creating a navigation system for actors
-Concept art for Horizontal Bridge and Cave Zed
-Concept art for boss
BUGS
-Fixed pause menu being able to be opened on title screen
-Prevented periods, exclamation marks and question marks triggering dialog pause (now only for commas)
-Fixed last portrait being loaded in, during dialog. Now a new dialog box is spawned every time dialog is started
-Fixed triggering load zones on level enter (don't ask how)
0.0.3
Moving to a numbered system for builds, and keeping the m/d counter only for internal versions.
-Many fixes to UI, including saving settings and other quality of life stuff. Fixed UI scaling for all menus, (this is why inventory was bugged).
-Rebalanced guns, completely reworked machine pistol and added shotgun.
-Rebalanced enemy drop rate, now enemies drop a lot more xp, and wont drop ammo if you don't need it. Also went in and gave enemies proper levels.
-Cleaned up levels and added platforms with the lower jump height so you don't need to use debug fly as often.
-Fixed bug where you could get negative xp
-Fixed being able to enter doors on title screen
alpha-3m16d
Hopefully managed better than the last one
alpha-3m10d
First all-in-one release, just testing it out!