0.0.1.1 - Level Editor and Bug Fixes
Sat Feb 04, 2023 6:52 pm
Features
Bug Fixes
The level editor can be ran from the Single Player menu for 1-Player Adventure levels, or from the Multiplayer Menu for Ballland Battles arenas. It uses a hotkey and "object code" based means of generating levels, so you'll need to spend some time navigating through the object codes and modifiers.
You can place the following objects onto the level:
Single Player:
Enemies have settings, which can be changed by left-clicking them after they're placed. The modes are:
- Stationary: They don't move.
- Directional: Their starting movement is either up, down, left, or right.
- Follow: They chase the player whenever Bluey gets too close.
- Follow (No Range): They chase the player regardless of how far Bluey is. This places an artificial timer, as Bluey will eventually die if not blocked enough, and he doesn't reach the goal.
All of the above modes can be respawnable, as in once the enemy is killed, a new one spawns where they started.
Multiplayer:
* Minimum required to save/export. The autosave will pop up this message after about a minute, until you place these elements onto the level. Then, autosave will regularly save the work. It's best to not place Single Player enemies onto Multiplayer boards, and vice versa, as this could produce random results or crash the game.
Tiles are simple graphical assets that can decorate the level. The entire tileset is accessible using the Space key, and right-click places them onto the map. Left-click places objects.
- The level editor now has support for single player. Users can now add Bluey (code 19), a goal, checkpoints, and basic enemies such as Reds, Yellows, Pinballs, and Bombs. Users can also set the "mode" of the enemy, whether or not they're stationary (default), simple movers vertically and horizontally, chasers, or any of these along with respawning when the enemy dies.
- As a result, the single player mode is now open, though only the level editor and the button above it being modified to a "custom level" selection dialog - input the name of the file, and it'll be opened in play mode. There is no story mode, yet. That'll be the last leg of the game's development.
- Winning players smile at end of battle.
- Stability improvements.
- Max 144 FPS - The game can render up to 144 frames per second, limited by monitor. This is because we've switched to VSync-based render times.
Bug Fixes
- Purples no longer crash the game.
- Audio doppler effect adjusts for lag.
- Team play with 0 players on a team no longer crashes the game on results screen.
- Camera deadcam no longer permanently standstill if it can't find something to spectate.
- Fixed explosion / Freezo sounds not playing on 2P
- Lethal items can now go through revolvers.
- Transition delay fixes on HTML5.
- Freezo fragments and Yellows' sparks now show mini pop effects, instead of standard pops.
- Getting an item in multiplayer no longer plays the "item rolling" SFX along with the "item get" SFX if your PUP is 8.
The Level Editor
The level editor can be ran from the Single Player menu for 1-Player Adventure levels, or from the Multiplayer Menu for Ballland Battles arenas. It uses a hotkey and "object code" based means of generating levels, so you'll need to spend some time navigating through the object codes and modifiers.
You can place the following objects onto the level:
Single Player:
- (19) Bluey, the player.*
- (36) The Goal*
- (0-10) Solid walls. Tiles are not solid, so these add wall collisions of various sizes.
- (21-24) Hurt walls. These are for spike tiles to harm the player upon touch.
- (25-28) Movers. These slide the player and enemies along like a conveyor belt. Left-click on an already placed mover to adjust the length.
- (29-32) Switch blocks. These are either solid or see-through, and are toggled by the player using the Block Switcher (47). Left-clicking toggles their starting state.
- (35) Warps. These teleport the player to another warp. When they're placed, they're given an ID in orange. Left-click to change the destination ID, shown in green, to a warp with the matching ID.
- (37) Checkpoint. The player can reach this to save their place in the level. If they die, they spawn at the checkpoint. If the level is left, their checkpoint state is deleted.
- (38) Red. They simply hurt the player upon collision.
- (39) Orange. They bounce around the level once hit, and are killed by explosions.
- (40) Yellow. They throw lightning sparks at the player, and don't get harmed by explosions.
- (41) Spikey. They toss the player hard upon collision.
- (42) Bomb. They detonate upon collision.
- (43) Black Bomb. They detonate upon collision, and travel way faster than bombs. Their explosions are larger and can deal more damage.
- (44) Purple. They teleport around the level randomly.
- (45) Pinball. They travel through walls, and are best used on the "Follow" setting.
- (46) Rainbow Pinball. They're Pinballs but much stronger and faster.
Enemies have settings, which can be changed by left-clicking them after they're placed. The modes are:
- Stationary: They don't move.
- Directional: Their starting movement is either up, down, left, or right.
- Follow: They chase the player whenever Bluey gets too close.
- Follow (No Range): They chase the player regardless of how far Bluey is. This places an artificial timer, as Bluey will eventually die if not blocked enough, and he doesn't reach the goal.
All of the above modes can be respawnable, as in once the enemy is killed, a new one spawns where they started.
Multiplayer:
- (11-18) Player spawns*
- (19) Item balls*
- (0-10) Solid walls. Tiles are not solid, so these add wall collisions of various sizes.
- (21-24) Hurt walls. These are for spike tiles to harm the player upon touch.
- (25-28) Movers. These slide the player and enemies along like a conveyor belt. Left-click on an already placed mover to adjust the length.
- (29-32) Switch blocks. These are either solid or see-through. Note: The Block Switcher (47) is not needed, as the battle manager automatically selects an item ball to swap the blocks.
- (35) Warps. These teleport the player to another warp. When they're placed, they're given an ID in orange. Left-click to change the destination ID, shown in green, to a warp with the matching ID.
* Minimum required to save/export. The autosave will pop up this message after about a minute, until you place these elements onto the level. Then, autosave will regularly save the work. It's best to not place Single Player enemies onto Multiplayer boards, and vice versa, as this could produce random results or crash the game.
Tiles are simple graphical assets that can decorate the level. The entire tileset is accessible using the Space key, and right-click places them onto the map. Left-click places objects.
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