Changelog (html5) — March 8, 2021
Crescent Loom » Devlog
Version 0.7.9
Lots of under-the-hood changes y’all won’t notice unless it broke something & triggers a crash, but my life is way better.
Biggest visible change to note is a menu reorganization; the hamburger menu has taken the place of the paintbrush, which was moved down into the “aesthetics” body part tab. My hope is to make this more discoverable for new users; they weren't noticing it tucked away up in the corner.
- Refactored modal system; they’re now all implemented in the same way instead of me jury-rigging it each time. I think the only visible change is a proper “are you sure” popup when overwriting a creature locally
- Massive refactor for the editors (including the map editor; I think it’s getting close to being in a state where I can include it as part of the public game). I broke some monolithic files into many smaller files, which will make it easier for me to add or fix UI tools.
- Removed ability for there to be multiple “rooms” in a level. It was a leftover from before I knew what a CL level would look like, I was basically not using it, but it was *massively* complicating how I handled things. It means that the dream of many chambers seamlessly connected is no more; there’ll have to be loading screens/doorways if we ever hit a game mode that wants multiple rooms.
- Removed the subtle outlines from creatures & objects. I never really loved them visually and were doubling the rendering steps.
- Fixed a few graphical glitches with the background. Also expanded it so you’ll run off the edge of the “map” less often.
- Remade the tutorial map.
- Connecting to a neuron no longer automatically selects it.
- Fixed bug with old circular eyes always pointing straight forward.
- Rigged up the mV display to show action potentials even when you have the soma selected (better matches how things look if you record from a real neuron).
- Fixed bug where modulatory synapse settings were not saved.
- Added optogenetics to the Connectome Explorer.
- Rearranged the menu at the top of the screen; play/pause is now top-left, the hamburger menu is top-right and opens sideways instead of down. I did this to simplify the menu in the Connectome Explorer mode.
- Moved the paintbrush + lights into the “aesthetics” body part tab.
- You can scroll up/down on the simulation speed icon to change it without having to open it.
As always, if you notice any crashes or bugs, please let me know in the comments!
Files
crescent-loom-html5-embed.zip 22 MB
Version 11 Mar 09, 2021
crescent-loom-html5.zip 26 MB
Version 27 Mar 09, 2021
Get Crescent Loom
Buy Now$19.00 USD or more
Crescent Loom
Weave new underwater lifeforms.
Status | On hold |
Author | Olive |
Genre | Simulation, Educational |
Tags | 2D, artificial-intelligence, biology, Exploration, Moddable, nature, Non violent, Relaxing, underwater |
Languages | English |
Accessibility | Subtitles, Interactive tutorial |
More posts
- Changelog (HTML, PC, Mac) — Aug 1, 2023Aug 02, 2023
- Officially hitting 1.0Jan 02, 2023
- Changelog (HTML, PC) — Nov 3, 2022Nov 03, 2022
- Changelog (all platforms) — Aug 25, 2022Sep 25, 2022
- Changelog (html5) — July 26, 2022Jul 26, 2022
- Changelog (html5 & PC) — Nov 11, 2021Nov 05, 2021
- Changelog (html5) — October 11, 2021Oct 11, 2021
- Small bugfix (html5)Jun 26, 2021
- Changelog (HTML5 & PC) — June 21, 2021Jun 21, 2021
- Wicklog 32: Refactors, race mode (again), and LoomapaloozaMay 25, 2021
Comments
Log in with itch.io to leave a comment.
Sounds like all good stuff!
Thanks. :) Working on quality of life improvements in the code feels like a re-commitment to the project.