v0.6.0.0


AFTER MANY MONTHS... new version.

I'm not even sure what the exact changes are from the previous version. There's a LOT of bug fixes and new stuff.
First of all, Rob23oba has been contributing to the project! So, partial credit to him for this version.

New features, please read them!:
- The way the editor tabs work has been revamped. They're now displayed as icons on the side instead of text at the top. The symbol for the "Level/Level Pack" tab is just the text ".lvl" written in krita... I couldn't come up with anything...
- There's a new Settings tab. Currently, the settings are "Autorun" (same as in-game), "Save on Play" (auto-saves the level pack when you hit play), and "Sound Volume" (finally!). Settings are saved next to your level folder, on the human-readable file "settings.cfg"
- Salvage Points have been added! Of course, with their corresponding tab. SID -1 is supported, and the maximum SID is 999. But, Salvages don't make much sense without...
- Proper save files! These keep track of the current level you're on, your salvages, completed levels, and the "history" (more on that later). You can find the "level_saves" folder next to your levels folder. The filename will be the same as the level pack's id, which you can't easily know for sure because I forgot to make it visible anywhere, oops. You can delete your savefile for a given level pack in the ".lvl" tab, at the bottom.
- The Warp Rod was implemented! Currently the map is generated at random, and a physics simulation is constantly running to try and make it make a bit more sense... not ideal. But also...
- The Warp Rod has an extra tab: "History". With this tab, you can see the current history of levels you've gone to. This history dictates which levels you'll go back to when winning a level or pressing backspace. If you press a level in the History tab, it'll rewind history back to that point (as if you pressed backspace a bunch of times in a row) (also, if you press a level in the "Levels" tab, history will always be erased when entering it).
- Levels in a level pack are now displayed on a list, you can drag the levels in the list to rearrange them, which is mainly useful to decide the first level, which is the one players will find themselves in. You can add, duplicate, or delete a level with the buttons below the list. You can also search for specific levels by name. The Entry editor also displays this list instead of a number.
- Levels can be marked as "non-exitable" by unchecking the "Can exit" checkbox. This will make you unable to leave the level by pressing backspace, and entering the level will erase the "history". This is meant for hub levels, so entries for these levels will have a special texture. Speaking of hub-related stuff...
- You can now delete the goal in any level, either with the "Remove Goal" button or by simply right-clicking it.
- Choosing a Key's type, and whether to reposition the player spawn or the goal, are now handled in a more visually pleasing way instead of with a dropdown menu.
- You can now select multiple things in the level. Use ctrl+click to add something to your selection, and ctrl+right click to remove it. Dragging while doing ctrl+click/right click will add or remove stuff from the selection in an area. You can clear the selection by left or right clicking on empty space or outside the level. The selection can now be ANYTHING in the level, including tiles.
- A selection of one or more things can easily be moved by clicking anywhere on the selection and dragging the mouse. Eventually you'll be able to do more with the selection, like deleting it, or copy-pasting.
- Tiles have an autotiling algorithm. This should make levels look a lot nicer. Unfortunately, you can't opt out of it right now.
- Doors can now be placed on 16px intervals. Also the player spawn. Really, everything except tiles.
- When shift-clicking to quickly place multiple things, the stuff you place will be neatly aligned. There's also a cool grid visualization to show that (try spamming big doors!). Speaking of placing and removing multiple things, I forgot to make tiles work like that by default. So for now you'll have to hold shift when adding tiles to make it behave like it used to.
- Moving the level is now done by either clicking the mouse wheel or with alt+click. As ctrl+click is used for the selection.
- Web version of the editor now allows for downloading the .lvl you're currently editing.
- Any version of the editor, including web, allows drag-and-dropping .lvl files into them to load levels.
- The _horizontal_ edges of the level are now completely solid. For the vertical edges (top and bottom), it's as if solid objects on the very edge extended infinitely (basically, you can't go to the top of a level anymore).
- If you fall off the bottom of a level, an undo will automatically happen.
- Huge doors are more properly supported. They use a scrollbar instead of forcing the door editor to be huge. For wide doors, you can optionally resize the editor by clicking on the left side of it and dragging. For tall doors, you can click and drag right below the door to expand the space it takes up in the editor. The same applies to locks. Also, door size limit is now 8000 (for now).

Misc stuff:
- The editor will now freeze up almost completely after unfocusing the window for 10s. This will reduce CPU usage to the absolute minimum in case you forget to close it. It could be annoying for a couple of things though, so I'll probably add a setting to it later.
- The save system has been updated to V4 to accomodate for all the new stuff, including the savefiles.
- As mentioned earlier, level packs now have an "id" that the save files use. This means you can't just copy-paste a .lvl file to make a derivative level or something like that, as it'll use the same savefile. If you MUST duplicate a level pack, do the following:
    - Go to your settings.cfg file and add a line near the top that says: allow_resource_files=true
    - In the editor, you can now save a level pack as a .tres file. This format is human-readable.
    - Open your .tres file in a text editor. Find the line that says "pack_id = [some big number]". Delete this line.
    - Open the .tres file in the editor, NOW you can save it as a .lvl and it'll have its own unique id. If you wanna make sure, hit "save" right after loading it and open the .tres file again. It should have a new pack_id.
- A looooooooooooooooooooooooot of code changes. 381 commits since the last version. And the project is now 4536 lines of code bigger (7773 insertions, 3237 deletions), for a total of 12566 lines of code (only looking at gdscript .gd files and excluding addons, some of which I did make myself, and also excluding "built-in" scripts since those aren't saved in .gd)

Bug fixes:

- The auto-run text now properly follows the camera.
- The keypad no longer darkens the entire screen, only the part of the screen showing the level.
- Holding jump and restarting a level no longer causes you to automatically jump.
- Fix keys not being copied properly when clicked.
- Fix placing doors sometimes forcing lock sizes from older deleted doors.
- Doors with negative infinity real or positive infinity imaginary copies can no longer be master keyed to get doors with really high copies.
- Ghost entry no longer causes a crash.
- The Mouseover box is no longer limited to a level-sized box at the top-left corner of the level.
- Other stuff that I never wrote down that I fixed. Plus, stuff I didn't even realize was a problem and I didn't even realize I fixed.

(does anyone actually read these all the way through? lol)

Files

Lockpick Editor (Windows) 32 MB
Version 0.6.0.0 88 days ago
Lockpick Editor (Web) Play in browser
Version 0.6.0.0 88 days ago
Lockpick Editor (Linux) 26 MB
Version 0.6.0.0 88 days ago

Get I Wanna Lockpick Editor

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