Thanks to all who let me know of the bugs introduced in last weeks build - most of them due to insufficient testing on my part, sorry. Apart from those bugs reported, quite a whack more got fixed this week, along with some project maintenance. I also had some time to press on with LAN gaming.
Don't forget, you can grab this build from the MMR site.
A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to all, I really do appreciate your time and support. Cheers!
Editor
- if you associate the .PZL files with the game and go into one, it will now launch the editor (Howie)
- renamed some variables and events
Game
- fixed bug that did not allow players to pass blasted bricks blown up by small bombs (Tim)
- fixed runner jumping when starting on a monk (classic/1983 ruleset)
- fixed players being able to move left/right when not standing on a brick (Tim)
- monks can no longer climb down a ladder when in a blasted hole
- players now grab a ladder after blasting if previously on a ladder
- fixed runners "jumping over" monks that are stacked vertically (Howie)
- fixed blasted bricks not waiting on players falling into them (Howie/Tim)
- fixed runners not being able to run off a monk's head (Howie)
- fixed logic flaw when calculating player positions
- fixed players not facing left after crossing leftwards off a ladder
- fixed players crossing onto ladders that are above a brick - matches the Original
- separated monk specific logic from player class to monk class
- fixed runners going straight down a ladder when exiting a hidey-hole
- fixed bug when skipping back to 1st puzzle in set causing the ending cut-scene to play
Web
LAN gaming is currently unavailable. I've no ETA at the moment on when it will be ready, sorry.
- refactored custom RPC framework (similar in functionality to the legacy Unity RPC)
- restored support for;
- chat
- restart puzzles (host only)
- grant extra lives (host only)
- complete puzzle (host only with YOG)
- collect all gold (host only with YOG)
- alter game speed (host only)
- pausing a game
- casting into oblivion (self only)
General
- fixed bug that did not correctly set the app path (Howie)
- removed independent key state from main menu
- fixed bug that allowed dialogs to create a texture without specifying a colour palette
- added support to launch the game with command line arguments
- paused music will now resume when toggling with CTRL/COMMAND+M
- fixed typos in player classes
- fixed bug in video player that did not load credit roll
- fixed bug when reading interface files that could create an empty texture (Gareth)
- updated README.TXT file
Bugs being worked on
- switching to windowed mode hides the Dock (Sierra)
- regen bomb timing does not accurately match the Original
What I'll probably do next
- continue working on LAN
- ability to 'pause' the game when testing and return after minor edits