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Version 0.5.1

Checkpoints, statistics, new controls and a translated interface for players, a history tree and a beat grid for authors, Afterbeat import and export, and a 4x faster picture on phones

Game

  • Checkpoints work. A death rewinds the run to the last checkpoint it reached: the level clock eases to a stop over 0.5 seconds, jumps back and eases up again. Open Menu on Lose brings back the result window instead
  • Statistics are kept on disk. The level screen shows Best and Attempts for the launch options you picked, and the Profile tab in the settings shows launches and time in the game, the menu and the editor
  • Controls were rewritten for four devices: Keyboard & Mouse, Touchscreen, Gamepad and Motion Sensor. Touchscreens get on-screen controls
  • Every keyboard shortcut can be rebound on the Keybindings tab, and the change applies to the whole game
  • Menu Background offers None, Shapes and Bot. Bot is the new default: a live arena where a bot plays the avatar and dodges hazards in real time
  • Screen Orientation setting and vertical layouts of the screens. A level declares its own orientation
  • Built-in levels ship with the game. They play like any other level, cannot be edited, and can be copied into your own folder to edit the copy
  • The interface is fully in English and Russian, with hints in the editor and on other screens
  • Anti-aliasing: MSAA and FXAA

Editor

  • The History tab: undo history is a tree with branches, and you can jump to any point of it
  • Timeline tools Trim and Blade, markers, and snapping to the beat grid
  • The beat grid: beat segments, tapping along with the music on T, and Create from taps to turn the taps into a segment
  • Selecting several objects and editing a field for all of them at once. Copy, paste and duplicate
  • The raw data editor edits the whole level as data, for the cases the inspector does not cover
  • Every picker is one search window with filters and tags
  • One toggle shows the colliders of the whole level
  • A ? beside fields and panels opens a hint, and the editor settings carry a written guide for level authors
  • Autosave works and writes backups into the backups folder of the game
  • Editor preferences moved to the settings, into 9 sections of the editor tab

Levels and format

  • Shapes replace the default textures: about 500 shapes, generated by the game. The same shapes serve as colliders
  • Afterbeat (formerly Project Arrhythmia) levels can be imported and exported
  • The binary .blob format. The volcano test level (19 341 objects) takes 5.1 MB instead of 15.7 MB of JSON and reads in 203 ms instead of 9 946 ms. JSON itself reads 6 times faster: 1 837 ms instead of 11 249 ms

Performance

  • Phones draw levels about 4 times faster. On a Snapdragon 732G (Adreno 618) a frame of the stress scene went from 52.19 ms to 12.94 ms (77 fps)
  • A loading screen between screens replaces the green screen that showed before