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