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weasel
08-31-2009, 10:59 PM
I worked pretty much all day on today's build. A lot of error handling has been touched up along with saving and loading routines, so there should be way less (ie: no) hangs or endless loops anymore. Your levels should be safe!

The biggest effort today though was finalizing the tutorials (they are now 95% complete), including adding a new #10 tutorial and a few more trial levels as well.

There's only around a week's worth of builds left, so I'll guess-timate launch will be Build 51!

Full changelog after the jump.

weasel
08-31-2009, 10:59 PM
GAMEPLAY CHANGES:

- Fixed a bug where if you touched nitrogen, and it was the last element on the level, it would not produce a game over screen (you were stuck in victory/no victory limbo)
- The game no longer contacts the server to load levels if the level is already loaded into memory. This makes the "Retry" button instantaneous and less dialogue boxes when watching replays and such.

GENERAL CHANGES:

- Fixed the link to the level browser from the in-game menu.
- I spent a good chunk of a day with my internet being flicked on and off just to better design the error handling and popup error boxes to be more friendly and easier to use throughout the program.
- Fixed a bug introduced in Build 43 where the game doesn't actually end when the victory windows popup (and requires a menu button be hit for replay boxes to show)

EDITOR CHANGES:

- Rewrote the level saving code. Now there are less status boxes and it runs faster... And should hopefully be more resilient to bad saves and server miscommunications. It has a timeout of 10 seconds, so if you run into trouble... wait it out.
- Removed debug window popping up when hitting the "Undo" button.
- If you press SHIFT \ (suicide button) in the Editor, it will now tell you a current piececount.
- Fixed an error that pops up when copying items if you do so before ever moving an item.
- If a bond is a negative length, it becomes a pin - but there was an error if a bond was exactly 0 length; it would cause all connected parts to 'disappear'. I've fixed this, so now if you have a bond of exactly zero length it should vanish (as if it was never placed at all).
- Fixed an oversight that was making things in the editor hard to click on/cursor kept losing focus.
- Fixed the terrain graphic being offset a bit to the left.

ART CHANGES:

- Touched up fireworks on the victory screen
- Made the reticule more visible

OFFICIAL LEVELS:

- Renumbered the trials to be in line with the tutorials.
- I've started populating the official level list. This isn't to say they are final or will even be included in the end product - I just wanted to start fleshing them out there. Here's what I have so far (Bold were updated in this release):

Tutorial 01: 787 Collecting and Jumping
Tutorial 02: 795 Firing
Tutorial 03: 805 Nitrogen
Tutorial 04: 806 Hydrogen
Tutorial 05: 699 Single Bonds
Tutorial 06: 796 Double bonds (thanks to oozle2)
Tutorial 07: 807 Ghost Bonds
Tutorial 08: 808 Carbon/Iron intro
Tutorial 09: 809 Wall-Jumping
Tutorial 10: 814 Wall-Climbing

Trial 11:
Trial 12: 810 The Hive
Trial 13: 706 SwingSets
Trial 14: 620 Mine Shaft
Trial 15: 701 Palindrome
Trial 16: 818 Raiders
Trial 17: 615 Descent
Trial 18:
Trial 19: 739 Shepherd
Trial 20:
Trial 21:
Trial 22:
Trial 23: 735 Rig the System
Trial 24: 747 Venture
Trial 25: 657 Overcomplicated

Linkzcap
09-01-2009, 09:59 PM
http://www.protonaut.net/?replay=199

Raiders Cheat

Azxs12
09-02-2009, 03:29 AM
Then what was the intended solve.

JakeL5555
09-02-2009, 07:36 PM
Intended solution for Azxs...
Raiders: http://www.protonaut.net/?replay=214
I may have mocked the boulder a little bit. :blush: