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Releases: TheXTech/TheXTech

TheXTech v1.3.6.5: not just a bugfix update

23 Apr 13:35
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This is a minor update that adds some features, and fixes a variety of vanilla and TheXTech bugs found in the previous releases.

Changelog for 1.3.6.5

New features:

  • Added an experimental Sub-Hubs sub-system: it's will be possible to mark any level as a "sub-hub" where player can save the game and resume it from that level instead of the main hub (@Wohlstand)
  • Added the CopyVar command to the LunaScript which allows to copy value of one user variable to another (@Wohlstand)
  • Allow asset packs to customize Font 5 (outlined mixed-case font) (@ds-sloth)
  • Added automatical language detection for Vita (@Wohlstand)
  • Misc stability and performance improvements for the 3DS and Wii ports (@ds-sloth, @Wohlstand)

New vanilla bugfixes:

  • Fix vanilla bug where an incorrect frame gets shown when player attempts to enter the star-locked pipe, guarded by compat flag fix-visual-bugs (@Wohlstand)
  • Fix a vanilla graphical bug where an NPC emerging upwards from a block might use the wrong frame and width (@ds-sloth)
  • Fix the logical size of an NPC emerging downwards from a block, guarded by compat flag fix-npc-emerge-size (@ds-sloth)
  • Fix a vanilla bug where blocks could become intangible to NPCs after a coin switch was used (@ds-sloth)
  • Add a terminal velocity of 16 for lineguide platform blocks, guarded by compat flag fix-platform-acceleration (@ds-sloth)

TheXTech bugfixes:

  • Fix TheXTech 1.3.6 bug where auto movement on the world map was not reset when switching episodes (@ds-sloth)
  • Fix TheXTech 1.3.6 bug where dropping a player at the world map removed their mount (@ds-sloth)
  • Fix TheXTech 1.3.6.4 editor bug where NPCs could not be erased from a battle level (@ds-sloth)
  • The fails counter now increments whenever any player dies (not just P1) (@ds-sloth)
  • Add a workaround for a memory exhaustion error from lineguide platform blocks (@ds-sloth)
  • Fix TheXTech 1.3.6 bug where carefully-constructed single-frame wall clips would not work in TheXTech (@ds-sloth)
  • Fix TheXTech 1.3.6 bug where the vanilla player-filter-bounce bug was not correctly reproduced in TheXTech (@ds-sloth)
  • Fixed a leak of file descriptors in the translations sub-system (@Wohlstand)
  • Fixed the problem when anti-cheat trap will break levels in the editor (@Wohlstand)
  • Fixed the unexpected fade-in effect that gets played during any level quits by warps (@Wohlstand)
  • Fixed the incorrect work of the touch screen on PS Vita (@Wohlstand)

Known issues

  • 3DS and Wii ports do not run at the native system resolution.
  • Audio may be choppy on Old 3DS.
  • On Wii U, can't run the WUHB-packed game via Aroma in the second time because of possible Aroma-side bug.
  • On Wii U, Attempt to quit the WUHB-ran game will lead a black screen when running it via Aroma.
  • On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).

Some screenshots

Sub-hubs in Moondust Editor with recent TheXTech SDK:
Снимок экрана от 2024-04-23 16-24-11

Going between sub-hubs example:
Scr_2024-04-23_16-31-56

TheXtech v1.3.6.4: Bugfixes update

10 Feb 22:27
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This is a small update that fixes small a set of bugs found in the previous releases. This version includes a HOTFIX that fixes the startup crash on 32-bit Windows platforms and fixes random crashes that may happen with non-SIMD builds of the game.

Changelog for 1.3.6.4

  • Use OpenGL as the default renderer on supported platforms ("sdl" may be used in config.ini or at at the command line to request the SDL2 renderer)
  • Add ability to edit battle levels using in-game editor (@ds-sloth)
  • Fix bug where it was not possible to return to the main menu from an invalid battle mode level (@ds-sloth)
  • Fix vanilla bug where P2 could not close message box during shared screen coop (@ds-sloth)
  • Changed credits font id to 5 for outlines. (@0lhi)
  • Fix Emscripten bug where worlds created in the editor would get lost on page refresh (@ds-sloth)
  • Remove option "osk-fill-screen"; this behavior is now used whenever a touchscreen is active (@ds-sloth)
  • Fix TheXTech 1.3.6.1 crash on activating a joystick with an empty SDL name (@ds-sloth)
  • Fixed the TheXTech 1.3.6.3's startup crash on some 32-bit Windows systems. (@Wohlstand)
  • Removed config option "editor-edge-scroll" (enable by default on gamepads) (@ds-sloth)
  • Add ability to scroll in editor using mouse wheel or touchpad (@ds-sloth)
  • Fix TheXTech 1.3.6.1 bug where bitmask GIFs would sometimes be rendered incorrectly (@ds-sloth)
  • Fix TheXTech 1.3.6 bug where the editor could occasionally crash when placing warps (@ds-sloth)
  • Fix TheXTech 1.3.6 bug where the editor could not set the level name (used in battle mode) (@ds-sloth)
  • Fix TheXTech 1.3.6.1 bug affecting debug builds where the editor could crash when erasing objects (@ds-sloth)

Known issues

  • On Wii U, can't run the WUHB-packed game via Aroma in the second time because of possible Aroma-side bug.
  • On Wii U, Attempt to quit the WUHB-ran game will lead a black screen when running it via Aroma.
  • On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (Possibly fixed).
  • On Emscripten, edited levels may be lost after closing the game.

TheXtech v1.3.6.3: Bugfixes update

20 Jan 23:59
4c00404
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This is a small update that fixes small a set of bugs found in the previous releases.


⚠️ IMPORTANT NOTE: ⚠️
Since this version, the ❗Alt-Run❗ button will be used instead of the Down button to perform the ground pount using a 🟣Purple "horse". The Down button behaviour will work when playing with the compatibility mode.

Changelog for 1.3.6.3

  • Fixed a TheXTech 1.3.6.1 crash where object lookup table could not process items with negative size (@ds-sloth)
  • On level load, replace negative item sizes with size zero (such items cannot be created by any editor)
  • Fix TheXTech 1.3.6.1 bug where item would drop above incorrect player in SharedCoop mode (@ds-sloth)
  • Fix rare TheXTech 1.3.6 bug where newly-added player could get stuck in immune state if other player died (@ds-sloth)
  • Display current version (and git revision if a dev build) on title screen (@ds-sloth)
  • Wii U port: add WUHB build (@ds-sloth)
  • Fix TheXTech 1.3.6.1 bug where the score display would not show '9's when using legacy assets (@ds-sloth)
  • Use the ANGLE shader translator library to improve support for OpenGL ES 3.0 shaders on desktop platforms (@ds-sloth)
  • Fix vanilla / TheXTech bug where a player could clip into ground while standing on a downwards-moving slope, guarded by fix-player-downward-clip compat flag (@ds-sloth)
  • CONTROLS / LOGIC CHANGE: when riding a purple pet mount, alt run is now used to enter a pound (down is still used in compat mode) (@0lhi, @ds-sloth, @Wohlstand)
  • Fix TheXTech modern mode bug where simultaneous slope-ground collisions were not handled properly (@ds-sloth)

Known issues

  • On Wii U, can't run the WUHB-packed game via Aroma in the second time because of possible Aroma-side bug.
  • On Wii U, Attempt to quit the WUHB-ran game will lead a black screen when running it via Aroma.
  • On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash.
  • On Emscripten, edited levels may be lost after closing the game.

TheXtech v1.3.6.2: Bugfixes update

20 Nov 03:17
aa3e8a7
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This is a small update that fixes a small set of bugs found in the previous 1.3.6.1 release and introduces the experimental Wii U support.

Changelog for 1.3.6.2

  • Fixed a crash on attempt to add a game directory after storage permission grant on Android (@Wohlstand)
  • Added workaround for Little File Manager on Android (to open level file by content with no resources) (@Wohlstand)
  • Fixed TheXTech 1.3.6.1 bug where error messages at the main menu would lock the game (@ds-sloth)
  • Fixed an inability to parse LunaDLL Autocode files via MSVC builds of the game (@Wohlstand)
  • Added experimental support for the Nintendo Wii U homebrew platform (@Wohlstand).
  • Fixed audio not working when "/3ds/dspfirm.cdc" is missing on the 3DS (workaround works for the Citra and the HLE engine only, for the hardware and the LLE mode, you are required to obtain the true dspfirm.cdc file) (@Wohlstand).

TheXTech v1.3.6.1: Internationalisation, OpenGL, etc.

14 Oct 19:05
78b7bec
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We worked on this update long and hard, and now we're ready to present a bunch of new features and fixes! This is a checkpoint release after which there are major works will be started. But don't worry, if any issue occurs with this version, hotfixes will be released.

This is the first version that introduces true kind of internationalisation: now it's possible to have game being translated into many languages, including translations for episodes! (to translate episodes, the not-yet-released Moondust Translator component is required).

This update introduces the experimental OpenGL rendering that brings back the bitmask render (which is required to accurately reproduce the glitchy colours rendering of some levels that do use bitmask render for tricks).

Note: The rest of assets packages had been updated to add new directories fonts and languages that contains new fonts that allows to print non-ASCII characters, and some translations for the engine (currently, Russian and Chinese [both Simplified and Traditional] translations are available at this release, and other incomplete translations are available at the official repository). You may want to contribute to the translation process using the WebLate platform. A new file called editor.ini has also been added to enable customization of the in-game editor's features and is now required to use the editor.

Most important changes

  • Added real kind of internationalisation: fonts are able to print non-ASCII, TTF support, and multi-languages support. The game since now can be translated into other languages. This update makes TheXTech being a first branch of SMBX that features native multi-language support. While SMBX being English-only all the time, gives a lot of limitations to the whole world: a lot of people just don't know English, and the multi-languages support will get them to better understand the game and much easier get into it!
  • Experimental OpenGL support that allows bitmask render to bring back the support for colour tricks that were used at several vanilla levels and episodes and packed games (for example, "Reign of the Gatekeepers").
  • Added Homebrew Switch support. The game is now able to work on hacked Switch consoles or on emulators such as Yuzu.
  • Updated SDL2 and MixerX libraries. There are more game controllers got supported, and the support of existing controllers had been fixed somewhere. Now the game supports new music formats such as WavPack (wv) and PXTone (ptcop and pttune).
  • Added opt-in Discord Rich Presense support for these players who want to tell more about the game that they play. It's disabled by default, and you can enable it by editing of the settings/thextech.ini file.
  • The keyhole framerate fix now enabled permanently. That means, if you run an episode for speedrun, pay attention that keyhole exit will add 192 ticks instead of 300 as it was originally. The vanilla game used a different frame rate (100fps instead of 65fps) during keyhole exits which led to an inflated In-Game Time.
  • Various in-game editor features including the Magic Block automatic tiling mode, a first for the SMBX ecosystem!
  • Performance improvements that lower the game logic's CPU consumption on low-end systems.

Read full changelog at the "changelog.txt" file in the packages or in the source code archives.

Screenshots

Scr_2023-09-03_16-57-32

Scr_2023-09-03_18-29-27

Scr_2023-09-03_18-31-10

Scr_2023-09-03_18-31-58

Scr_2023-09-03_18-36-05

Scr_2023-09-03_18-41-43

TheXTech v1.3.6.1-beta: Internationalisation, OpenGL, etc.

03 Sep 15:47
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This is a BETA version for the upcoming 1.3.6.1 release. We worked long and hard on this update, however, we still need to finish some small things until we can release a stable version. This update features a big set of bugfixes and improvements.

This is the first version that introduces true kind of internationalisation: now it's possible to have game being translated into many languages, including translations for episodes! (to translate episodes, the not-yet-released Moondust Translator component is required).

This update introduces the experimental OpenGL rendering that brings back the bitmask render (which is required to accurately reproduce the glitchy colours rendering of some levels that do use bitmask render for tricks).

Note: The rest of assets packages had been updated to add new directories fonts and languages that contains new fonts that allows to print non-ASCII characters, and some translations for the engine (currently, Russian and Chinese [both Simplified and Traditional] translations are available, the Turkish translation is WIP, and others). You may want to contribute to the translation process using the WebLate platform. A new file called editor.ini has also been added to enable customization of the in-game editor's features and is now required to use the editor.

Most important changes

  • Added real kind of internationalisation: fonts are able to print non-ASCII, TTF support, and multi-languages support. The game since now can be translated into other languages. This update makes TheXTech being a first branch of SMBX that features native multi-language support. While SMBX being English-only all the time, gives a lot of limitations to the whole world: a lot of people just don't know English, and the multi-languages support will get them to better understand the game and much easier get into it!
  • Experimental OpenGL support that allows bitmask render to bring back the support for colour tricks that were used at several vanilla levels and episodes and packed games (for example, "Reign of the Gatekeepers").
  • Added Homebrew Switch support. The game is now able to work on hacked Switch consoles or on emulators such as Yuzu.
  • Updated SDL2 and MixerX libraries. There are more game controllers got supported, and the support of existing controllers had been fixed somewhere. Now the game supports new music formats such as WavPack (wv) and PXTone (ptcop and pttune).
  • Added opt-in Discord Rich Presense support for these players who want to tell more about the game that they play. It's disabled by default, and you can enable it by editing of the settings/thextech.ini file.
  • The keyhole framerate fix now enabled permanently. That means, if you run an episode for speedrun, pay attention that keyhole exit will add 192 ticks instead of 300 as it was originally. The vanilla game used a different frame rate (100fps instead of 65fps) during keyhole exits which led to an inflated In-Game Time.
  • Various in-game editor features including the Magic Block automatic tiling mode, a first for the SMBX ecosystem!
  • Performance improvements that lower the game logic's CPU consumption on low-end systems.

Read full changelog at the "changelog.txt" file in the packages or in the source code archives.

Screenshots

Scr_2023-09-03_16-57-32

Scr_2023-09-03_18-29-27

Scr_2023-09-03_18-31-10

Scr_2023-09-03_18-31-58

Scr_2023-09-03_18-36-05

Scr_2023-09-03_18-41-43

TheXTech v1.3.6: LunaDLL scripts, better controller support, etc.

12 Sep 20:29
2c855a7
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We worked on this update long and hard, and now we're ready to present a bunch of new features and fixes!

Note 1: To make use of TheXTech's full potential while designing new levels, the special Moondust Devkit configuration package is recommended (the latest laboratory Moondust Devkit is required until the next stable devkit version 0.4.3.1/0.4.4 release).

Note 2: In order to gain access to all the new features, you should upgrade your assets package. Old ones will remain functional but do not contain the additions needed for features like new sound effects, the built-in editor, additional meta-signs, etc.

Note 3: Some options of the compat.ini file were renamed in order to get rid of references to proprietary content. We highly recommend renaming these fields at your episodes as soon as possible. (Details at the wiki)

Most important changes

  • The controllers' support has been reworked and improved: multiple profiles, more than one button/axes assigned to the same button, editable hotkeys, intuitive controller assignment between players on cooperative/battle games, and the touchscreen controller's general improvement (users can now tweak the touchscreen controller's layout for their convenience). The touchscreen controller now also works on any non-Android platforms (including Windows and Linux devices that feature a touchscreen).
  • Added real-time per-section SPC-like echo and reverb effects which can be used by episode creators to improve the atmosphere on their levels.
  • Added experimental built-in Editor, made for working on levels and episodes on mobile devices and consoles. Can be used on desktop platforms as well.
  • Introducing native support for LunaDLL Autocode (LunaScript) via the memory emulator, allowing you to play more old episodes on TheXTech even on non-x86 processors. Episodes and packed games (such as A2XT, Episode 1: Analog Funk) now officially work on the TheXTech engine.
  • Introducing the quad-tree optimisation for blocks which resolves a very old performance problem caused by horizontal layer motion.

Changes for 1.3.6

  • Added an ability to toggle drawing of the HUD and other on-screen metadata using the F1 key (@Wohlstand)
  • Added an ability to type cheats on the touchscreen using a special new cheats key (@Wohlstand, @ds-sloth)
  • Added native support for LunaDLL Autocode script language (@Wohlstand)
  • Added fail-counter feature (keeps counting deaths per game save) (@Wohlstand)
  • Reworked controller support (@ds-sloth)
  • Touchscreen support for non-Android platforms (@ds-sloth)
  • Added the ability to save multiple keyboard profiles (@ds-sloth)
  • New multiplayer start screen (@ds-sloth with design input from @0lhi)
  • Added controller disconnect recovery screen (@ds-sloth)
  • Ground pound by alt run is now a per-controller setting (@ds-sloth)
  • Added an ability to add/drop the second player from the pause menu (@ds-sloth)
  • Added the support for real-time audio effects such as reverb and SPC echo. Sounds.ini can configure them for each level section (@Wohlstand)
  • Performance improvements for showing, hiding and moving layers (@ds-sloth)
  • Reduced game object memory footprint (@ds-sloth)
  • Performance improvements when run on slow filesystems (@ds-sloth)
  • Fixed unexpected music that got started after the level got entered too quick from the world map (@Wohlstand)
  • Fixed the vanilla bug: a Player can get stuck in the pipe when entering it being a fairy (@Wohlstand)
  • Added an option to enable fast walking on the world map (@ds-sloth, @Wohlstand)
  • Added an ability to customize UI/common assets from the episode and level sides (@Wohlstand)
  • Added a blink effect at speedrun timer on level/episode completion (@Wohlstand)
  • Added an in-game editor based on the original game's editor code (requires EditorIcons.png asset) (@ds-sloth)
  • Added config option to show the current episode's title onscreen (@ds-sloth)
  • Fixed the clipped render of the Roto-Disk's effect (@Wohlstand)
  • Fixed the lock/star sign behaviour at locked two-way warps: now they work correctly at the opposite side (@Wohlstand)
  • Added an ability to set a different path for the user directory by command line argument (@Wohlstand)
  • Blocked an ability to start the game with no episodes or battle levels available in the list and prevented several issues with this (@Wohlstand)
  • Added option to disable or always perform 2x texture scale down optimization (@ds-sloth)
  • Added the ability to have multiple intro levels per assets pack (if the introset directory exists and it contains at least one level file, they will be selected randomly every time when the main menu opens) (@Wohlstand)
  • Added game selection menu into Android launcher: every browsed assets directory will be remembered and can be accessed quickly using the new menu (@Wohlstand)
  • Added the individual sound for Ludwig von Koopa's death (@Wohlstand)
  • Added the individual sound for Larry Koopa's death and shell spinning after stomp (@Wohlstand)
  • Fixed an improper new (when specific compatibility option is not disabled) behaviour of the Skull Raft when the head segment impacts a wall but loses a floor at the same time, causing the following segments to suspend forever (@Wohlstand)
  • Fixed the issue of a possible fall through the floor if walking point-blank to a block that had an extracted bonus and another solid block placed under it (does not happen if the "fix-player-downward-clip" option was disabled) (#401) (@Wohlstand)
  • Removed the "require-ground-to-enter-warps" compat.ini option as redundant: there is the native option of LVLX and 38A-LVL level formats to enable this behaviour. (@Wohlstand)
  • Some options of the compat.ini have been renamed (for backward compatibility, there are aliases kept for now) (@Wohlstand)
  • Added the individual sound for Link's iceball shoot (@Wohlstand)

Screenshots

Scr_2022-09-09_03-33-04

Scr_2022-07-28_19-06-18

Scr_2022-07-22_21-02-47

Scr_2022-07-30_00-28-20

Scr_2022-07-23_23-15-54

Hotfix for TheXTech v1.3.5.3

04 Jan 17:12
9452ace
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This is a hotfix update that fixes one serious bug with the autostart events: if any autostart event contains a message box, the music won't start and the screen becomes black until the user closes the message box.

Release notes for 1.3.5.3:

This update fixes several bugs and crashes that happened on the previous 1.3.5.2 release, and also, introduces a small amount of brand new features.

This release is a checkpoint prior to starting the big work on the 1.3.6 release actually.

Note: To make use of TheXTech's full potential while designing new levels, the special Moondust Devkit configuration package is recommended (the latest laboratory Moondust Devkit is required until the next stable devkit version 0.4.3.1 release).

Changes for 1.3.5.3

  • Fixed the vanilla crash: Attempting to freeze any Pokey segments when they have the "noiceball=0" option set will cause the out-of-range error with NPC-ID=-3 in a random moment. (#220)
  • Changed the user directory location for macOS-built games into the "~/TheXTech Games/<bundle name without .app suffix>/" to avoid conflict between different games running on the same device.
  • Changed the debug assets location on macOS into "~/TheXTech Games/Debug Assets/" to simplify the debug environment installation.
  • Fixed BGO-65, Bowser III, and rail platforms compatibility with SMBX build version up to 30
  • Fixed the false positive that enables the Yoshi Mode of music when a player actually doesn't ride any Yoshi
  • Mario and Luigi will be only available at episodes built with SMBX older than build version 30 (the first version that introduces Peach, Toad, and Link)
  • Fixed the invalid vertical offset while drawing a playable character sprite
  • Resolved the old jittering problem when drawing a playable character while moving the camera (thanks to @ds-sloth for the fix)
  • Fixed the minor graphical distortion of a playable character that appears while flying up and down with a shoe.
  • The last played episode will be reminded and scrolled at the episode selection menu
  • Improved episodes menu control: added mouse wheel, page-up/page-down/home/end/delete, and left/right/alt-run/alt-jump/drop on controllers to scroll episodes lists
  • Fixed the vanilla bug: episodes list menu gets reset every attempt to go back from the character or the game save slot select menu
  • Fixed the soft-lock in an attempt to erase the gamesave using the two-player game menu
  • Order of episodes lists is now alphabetical
  • Added the "compat.ini" option to require players to be on the ground to enter warps
  • On-screen elements such as HUD and other printing debug information will not shake with in-game happenings
  • Added screen fading effects at the world map and levels
  • Added support for different transition effects per every warp entry
  • Fixed the vanilla bug: The deadlock in the form of a looped message box showing will happen in the condition: the first NPC activates another NPC using recursive activation of all touching NPCs. And when the second NPC has an on-activation event trigger that hides its layer and shows a message box
  • Fixed the unexpected Wart's death sound spam

Known issues

  • Sometimes horizontal piranha plants would cause a small missing of a pixels column
  • Affected by DrPepper Problem: The strong lag on slow devices when the level has any moving layers that move horizontally (by X-axis), mainly because the blocks search indexing gets completely disabled when the layer gets moved by X-axis. Todo: implement the QuadTree for all level objects and make sure they properly getting updated and found. (Issue #33, got been resolved at the devel branch by @ds-sloth)
  • Can't type any cheats on a mobile device without a USB-OTG keyboard yeh. Some levels (for example, the "Superb Demo 128" at "Prelude To The Stupid") do require the use of cheats for being passed, otherwise, these levels become non-beatable without a USB-OTG keyboard plugged. Todo: implement the calling of the software keyboard to allow running cheats on mobile devices. (Issue #61)

Showcases

Scr_2021-12-19_09-33-12

Scr_2021-12-19_09-34-56

Scr_2021-12-29_07-02-23

Scr_2021-12-29_08-10-26

TheXTech v1.3.5.3: Bugfix update with minor additions

30 Dec 14:23
44e4433
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This update fixes several bugs and crashes happened on the previous 1.3.5.2 release, and also, introduces a small amount of brand new features.

This release is a checkpoint prior to starting the big work on the 1.3.6 release actually.

Note: To make use of TheXTech's full potential while designing new levels, the special Moondust Devkit configuration package is recommended (the latest laboratory Moondust Devkit is required until the next stable devkit version 0.4.3.1 release).

Changes for 1.3.5.3

  • Fixed the vanilla crash: Attempting to freeze any Pokey segments when they have the "noiceball=0" option set will cause the out-of-range error with NPC-ID=-3 in a random moment. (#220)
  • Changed the user directory location for macOS-built games into the "~/TheXTech Games/<bundle name without .app suffix>/" to avoid conflict between different games running on the same device.
  • Changed the debug assets location on macOS into "~/TheXTech Games/Debug Assets/" to simplify the debug environment installation.
  • Fixed BGO-65, Bowser III, and rail platforms compatibility with SMBX build version up to 30
  • Fixed the false positive that enables the Yoshi Mode of music when a player actually doesn't ride any Yoshi
  • Mario and Luigi will be only available at episodes built with SMBX older than build version 30 (the first version that introduces Peach, Toad, and Link)
  • Fixed the invalid vertical offset while drawing a playable character sprite
  • Resolved the old jittering problem when drawing a playable character while moving the camera (thanks to @ds-sloth for the fix)
  • Fixed the minor graphical distortion of a playable character that appears while flying up and down with a shoe.
  • The last played episode will be reminded and scrolled at the episode selection menu
  • Improved episodes menu control: added mouse wheel, page-up/page-down/home/end/delete, and left/right/alt-run/alt-jump/drop on controllers to scroll episodes lists
  • Fixed the vanilla bug: episodes list menu gets reset every attempt to go back from the character or the game save slot select menu
  • Fixed the soft-lock in an attempt to erase the gamesave using the two-player game menu
  • Order of episodes lists is now alphabetical
  • Added the "compat.ini" option to require players to be on the ground to enter warps
  • On-screen elements such as HUD and other printing debug information will not shake with in-game happenings
  • Added screen fading effects at the world map and levels
  • Added support for different transition effects per every warp entry
  • Fixed the vanilla bug: The deadlock in the form of a looped message box showing will happen in the condition: the first NPC activates another NPC using recursive activation of all touching NPCs. And when the second NPC has an on-activation event trigger that hides its layer and shows a message box
  • Fixed the unexpected Wart's death sound spam

Known issues

  • Sometimes horizontal piranha plants would cause a small missing of a pixels column
  • Affected by DrPepper Problem: The strong lag on slow devices when the level has any moving layers that move horizontally (by X-axis), mainly because the blocks search indexing gets completely disabled when the layer gets moved by X-axis. Todo: implement the QuadTree for all level objects and make sure they properly getting updated and found. (Issue #33, got been resolved at the devel branch by @ds-sloth)
  • Can't type any cheats on a mobile device without a USB-OTG keyboard yeh. Some levels (for example, the "Superb Demo 128" at "Prelude To The Stupid") do require the use of cheats for being passed, otherwise, these levels become unbeatable without a USB-OTG keyboard plugged. Todo: implement the calling of the software keyboard to allow running cheats on mobile devices. (Issue #61)

Showcases

Scr_2021-12-19_09-33-12

Scr_2021-12-19_09-34-56

Scr_2021-12-29_07-02-23

Scr_2021-12-29_08-10-26

TheXTech v1.3.5.2: Hotfix for Android

19 Oct 22:41
1980da2
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The hotfix for the Android version was made to resolve the invisible touchscreen controller buttons problem. All other platform builds of 1.3.5.2 aren't affected, all works just fine. See 1.3.5.2 post for other platforms.

Screenshot_20211020-013423_The_X-Tech_Engine

I also updated the APK binary at the 1.3.5.2 post too, just in a case.