Version 481d
New year, new update! This will most probably be the final large update for BIY. Thank you for the years of support! There are a couple credits in the patchnotes, but thanks to everyone who suggested fixes and reported issues, among others BabaIsYoo, Balt, Inkify, Laxxius, PokeChess & Springer29. In general huge thanks to the Baba Is You fan Discord server for all their work, reports, suggestions & support over the years!
New objects
-
Bean
-
Fox
-
Chili
-
Hotdog
-
Brain
-
Rook (word sprite only, to be used with Tower's sprite)
-
Bone
-
Cactus
-
Palm
-
Yes (checkmark)
-
No (cross)
New words
-
Become
-
Facedby (thanks to whoever first suggested this)
-
Hold
-
Happy
-
Angry
Bugfixes & adjustments
-
Added cloud save support on mobile
-
Sprites in menus should now shrink to fit inside their buttons even if they're larger in-game
-
When editing an object's data, the game should let you leave the menu if the data is buggy in some way (hopefully)
-
Levelpack selection now has double arrows for moving 5 pages at a time
-
Search for Play Levels & Play Levelpacks
-
Levelpack's folder name shown next to title in editor
-
Unnamed levelpacks now display as "??? (folder name)" in editor
-
Disabling rule sounds for a level now also disables a bunch of other sounds to make e.g. song levels easier to make
-
Museum no longer grants a flower for one of the submaps to fix a bug with a missable dandelion puff
-
Added a couple ambient loops to the music selection
-
The hand effect from Pet now follows objects more accurately
-
Fixed a crash with Empty Is Level + mods
-
Fixed a case of X Make Level creating Error objects
-
Shuffled which objects are included in "Advanced objects"
-
The "Enable advanced objects" setting now toggles upon beating the game
-
Shuffled tags around a bit
-
Changed "object type" text input into a simple Object vs. Text selection (text input is still available if needed)
-
Made Level Is Hide work for level objects
-
Mimic rules now disappear from the pause menu if the Mimic rule or mimicked rule are hidden
-
Fixed a stack overflow bug with Empty & Seeing
-
Updated screenshots on the game's Steam page
-
Fixed some bugs with Hold
-
Placing paths should now be easier since the game doesn't reset the chosen object or tool as easily
-
Fixed a bug with the music in Meta
-
Adjusted some object colours & sprites
-
Fixed level objects not emitting particles
-
Made levelpacks made by the author most recently looked at appear first in the levelpack list in editor
-
Added double arrows for Z-layer selection
-
Added pages for background effects
-
Fixed Text Is Boom not stacking
-
Fixed(?) custom music in themes not playing properly
-
Fixed a controlling issue on certain mobile input setups
-
Increased the number of special objects permitted in level uploads (thanks to PokeChess for the request)
-
Made ambient loops appear at the end of the music list (also changed their names so if you made a level using them, you'll need to re-select the music)
-
Tried to fix an interaction with Done that could cause increasing memory usage (most probably not a full solution)
-
Made level code not be displayed in the pause menu when testing a level to avoid an incorrect level code being shown
-
Added the possibility of a fourth digit to dandelion puff etc counters (thanks to springer29 for the suggestion)
-
Adjusted some of the colours in the object list to use some rarely-used/unused colours in the palettes (thanks to balt for the suggestion)
-
Fixed a couple small typos in Museum's signs
Mod support
-
Added support for custom background particles (tutorial at the end of values.lua)
-
Added a bunch of new modhooks throughout an in-game turn
-
Added the ability to give a level a custom high-contrast palette (please don't misuse this)
-
Added ability to load SFX from Data/sounds instead of a levelpack's own folder
-
Placed a text file (MF_documentation.txt) within the Data folder to help with modding
-
Tried to make timedmessage() appear on the screen more consistently
-
Added MF_getlist_*() functions to get a list of unit ids for certain types of objects
-
Added MF_playsound_repeat() for playing and looping a sound
-
Added functions in modsupport.lua for more easily calling level transitions
-
Tried to make custom specialobjects easier to deal with by adding a support function in modsupport.lua
-
Added a function in modsupport.lua that is called when a slider is interacted with
-
Added modhooks for mouseclicks and keyboard presses + a tutorial for how to (hopefully) make them respect the in-game movement delay
-
Added support for 5 text rows on signposts
-
Added MF_getkey() and MF_setkey() for getting & changing inputs stored in the game's internal control config array
-
Added the ability to make custom undo events (explanation in modsupport.lua)
-
Added description for MF_musicstate in the documentation file
-
Added MF_getlist_system(), which fetches unit IDs for a bunch of system objects (use with care)
-
Made custom completion icons have a better tutorial in the debug levelpack
-
Made custom completion icons also display in the "Start the game" levelpack menu, not just the "Play levelpacks" menu (thanks to alltami for the report)
-
unit.animFrame is now properly usable
-
Added MF_setanim() that lets you change the selection of animation banks of an object (this is probably not useful at all and more likely to cause bugs than anything, fwiw)
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.