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Custom Jump sounds and Editor Updates

[p][/p][p]So, another week, another bunch of last-minute changes. Less than before![/p]
  1. [p]We now have custom jump sounds. Some people didn't like the built-in jump sound - some of this is personal taste, some is that the reverb was a bit harsh/too distoring when you were inside. So I toned it down, and was a bit on the fench about whether or not to have jump sound selection as an option, UNTIL I realized this could be a fun multiplayer thing to give your egg some identity, so I went all in. [/p][previewyoutube][/previewyoutube]
  2. [p]I also added collectables to the engine. Not to the game, but to the engine. This means that people in their own maps will be able to add pickups :) (they don't do anything)[/p][previewyoutube][/previewyoutube]
  3. [p]English is locked down for localisation, which allows, somewhat late in the day, for localisers to do a final pass, for which I'm very grateful.[/p]
  4. [p]People have made some levels for the game. It's nice to play levels. It inspired me to to make a level :). Check it out here: [/p]
[p][dynamiclink][/dynamiclink]While making it I was motivated to add a whole bunch of quality of life things to the editor (Which is already quite a capable tool, I'd say).[/p]
  • [p]Specialist inspectors/tools for triggers. you can now place music blocks and select music tracks from a dropdown, rather than having to place a generic trigger and enter "music_Bees" in the meta field. Much better! \[making the video below I noticed some small glitches/errors - they will be fixed asap ][/p][previewyoutube][/previewyoutube]
  • [p]Layers now are red if they are empty - how I make levels alwyas ended up with lots of layers, and I coudln't be bothered to check which were empty or not. Now a trivial matter.[/p]
  • [p]You can drag objects around rather than having to click on buttons to move.[/p]
  • [p]You can resize trigger areas similarly with drag+drop. [/p]
  • [p]Redo![/p]
  • [p]Updated documentation.[/p]
  • [p]Improved line-rendering for editor widgets. They're all more consistently drawn now, and also widgets further away are a bit transparent, which helps readability a bunch.

    BEFORE:
    AFTER:
    [/p]
  • [p]Triggers now display an icon showing what type they are.
    [/p]