Wednesday, September 28, 2011

Xye 0.11.1


It is mostly a release intended to be a quick bug fix for many bugs introduced in 0.11.0 when adding the ability to edit multiple levels in a single file to the editor. There are also some other , more shocking changes though:

- Fixed a bug that caused the editor to sometimes save wrong round wall data when saving files with multiple levels.
- The editor is once again able to rotate teleport objects.
- Fixed a bug that made the editor replace description and author of a level file when adding/removing levels from it.
- Fixed a crash when typing large words in input boxes.
- The editor can now load kye level files.
- The editor can now place hidden path squares.
- The editor can load and save ground hints from level files. Although there is no interface in place to create or edit them.
- The editor can now change the level number of a level in a level file.
- We decided to stop including kye.xye with the game's package. As those levels are from shareware Kye and it is probably best not to redistribute them. Instead, a new level file called kyeclone.xye is available, with 14 simple levels that try to explain some of the basic concepts from the original Kye.
- New official level: Forces that we are not supposed to control.
- In total, this version brings 15 new levels.
- Improved the way the game creates its window icon.

Go to the download area.

5 comments:

  1. Just to mention something real quick.

    Today I discovered that .kye files depending on what letters, numbers, and symbols you used, can also contain objects seen only in Xye., like the Dart enemy, Red suprise Blocks, and even pits. However in this new reversion, you removed support for custom .kye levels to contain support for teleporters by typing (, ), _, and ', and replaced them with basic one-way doors.

    And I know this is getting old, but the anti-clockwise blocks in the Classic and XMASKye skin are still missing the two pixels at the non-pointed end of the arrow. The anti-clockwise block's arrow is supposed to be a direct horizontal flip of the clockwise one.

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  2. "However in this new reversion, you removed support for custom .kye levels to contain support for teleporters by typing (, ), _, and ', and replaced them with basic one-way doors."

    I don't think this is true, perhaps it happens in the editor only? Since I just tweaked the editor to load that stuff.

    I think I will remove these Xye extensions to the Kye format anyway. They outlived their usefulness now that there is a level editor.

    Regarding the aclocker, I actually fixed it but it seems I forgot to update the skin in the windows zip. Such is life.

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  3. "I think I will remove these Xye extensions to the Kye format anyway. They outlived their usefulness now that there is a level editor"

    Even if the editor can now place any object with the exception of hint panels, this format of typing in specific characters to get Xye objects in .Kye levels would have made it easier to port levels from Kye 3.0 and SKye without having to remake it from scratch. Plus, since .Kye files are in text format, players can create levels on just about any OS, even if they cannot run Xye.

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  4. When I said Xye's extensions, I meant those things I added to Xye's format. For example, I wouldn't remove the things from SKye or Kye 3.0 from the level format.

    If they cannot run Xye, they cannot use Xye's features.

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  5. I have updated the windows zip file with one that has the fixed classic skin.

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