!!!! - This Update has not been Released - !!!!
Work continues on The Video Game Machine! This time we have our sights on a substantial Alpha 2 build, to be released sometime this Summer. Keep an eye on the change log to see what we have planned!
- New Features -
+ Counter Gizmo: A gizmo that will count down every time it gets a trigger request. Once it hits a certain # it will finally activate.
This can be used to make...
- Enemy rooms, where you have to kill all the enemies for the exit to open.
- Collection Games, were you have to collect a certain # of an item to win.
- Failure Counter, where doing the wrong thing too many times in a row will result in a game-ending event (spike wall, enemy assault, instadeath. etc).
+ Sliding Blocks: You can't have an 'Adventure' game without dungeons filled with Sliding Block puzzles! Use these new props to make the player use brains instead of brawn to unlock the way forward!
+ Repeat Triggering: Gizmos can now be set to allow 'Repeat Triggering'. Simply press [r] over the switch or gizmo to let the player activate it more than one time.
+ Diagonal Blocks: You can now click 2x on a certain blocks to turn them into Diagonal tiles. Clicking again will square them off again.
+ New Caves and Doors: There are new props for different sizes of Doors and Caves.
- Improvements -
+ Hooked up an improved garbage Collector for memory management. Also cleaned up some areas where too much memory was being allocated. Overall memory usage should be much more friendly.
+ Hidden Areas can now be placed over existing items. If there is an item, and you place a Hidden Area on it, it will become a 'Hidden Area with Item'. Before it simply ignored the input.
+ Tilesheets can now have the color of the 'top down shadow' driven by data (so now shadow colors on the tilesheet can match the shadow color of items/enemies/player objects).
+ Link Gizmos can now have a target (can be useful for cleaning up a long Link Chain).
+ Bounce sfx when performing a 'head bop' move.
+ When the level timer is down to the last 5 seconds, you'll get warning beeps so you know death is coming.
+ Game will now show 1/2 hearts to better reflect the player's actual HP.
+ Only show full hearts at 100% Health
+ When you're down to one heart (and the red glow borders the screen) the next attack will always kill the player.
- Bug Fixes -
+ Adventure: If you're firing a projectile weapon in tight quarters, the bullet will now snap to the center of the tile (instead of often dying accidentally)
+ Gizmos adjacent to Door Props will no longer accidentally get set as children of that prop.
+ Fixed bug where Gateways wouldn't work properly if there were more than 1 in a room.