Skip to content
Documentation
On this page

Version 0.4.1

The level editor grows from a timeline and a hierarchy into a full editor, and levels get post-processing, audio effects and repeatable randomness

Editor

  • An inspector for objects, keys and level events. Before this version the editor had a timeline, a hierarchy and little else
  • Five timelines: the level, the keys of one selected object, level events, audio and prefabs
  • Gizmos in the viewport for position, rotation, scale, size, anchors and pivot. Each mode has its own keyboard shortcut
  • Prefabs were reworked: a template is edited in its own prefab mode, and each placement can override values of the template
  • Level resources are managed from the editor: audio, textures, fonts, colliders, effects, themes and prefabs. Effects, themes, colliders and prefabs also come from ready-made libraries. The file picker works on desktop only for now
  • An editor for your own colliders, a curve editor, a gradient editor and ease presets with a preview
  • An object can change its type and its parent without being recreated
  • The selection is drawn as a moving dashed outline
  • The level can be played straight from the editor. The avatar is visible in the editor, and post-processing can be turned off there
  • Level settings got authors, licences, generators and a rules check that finds problems in the level and offers to fix them

Game

  • Post-processing as level events, 12 of them: analog glitch, digital glitch, bloom, chromatic aberration, colour curves, film grain, lens distortion, lift gamma gain, motion blur, shadows midtones highlights, vignette and white balance
  • Audio effects on audio tracks, 11 of them: chorus, compressor, distortion, echo, flange, high-pass, low-pass, normalize, parametric EQ, pitch shifter and reverb
  • Music sync was rewritten. The game follows the audio clock and corrects small drift with a slight pitch change instead of a jump, so the stutter every few frames is gone
  • Fixed: in the editor the timeline cursor made the level clock run about 15% slow
  • Randomness is repeatable: the same level with the same seed plays the same on any device. The level screen has a seed field with buttons to randomize and clear it
  • The level screen shows the authors and licences of the level and of its resources

Levels and format

  • An object's lifetime is a start and a duration. Each edge can be anchored to the edge of the parent, so the child follows it
  • A layer is counted relative to the parent, not as an absolute number