Levelhead: Platformer Maker - BscotchSampy
Another week done and another round of enthralling imagineering by the community! This week GR-18 becomes a marathoner, astronaut, and an AVERAGE JOE!

As always remember to click the level names to bookmark them for play later on - LET'S GO

Moving goal post!



Make sure to stretch your thumbs before playing Almost There! by Omikron. You'll need that preparation for this fun-filled marathon (psst - the finish line is a lie).

Deep Space


The Fallen Legend has created a beautiful yet lonely space experience in the level Awakening Awe Space Cavern
Explore the depths of the space and return the package safely. God Speed, TRAVELER!

Makes No Sense!



Msmiley has recreated a usual routine in many households in the level Time Change Ritual. I have only one thing to say about it: Day Light Savings - YOU MAKE NO SENSE!

Elevators!



In Sigmund Froid's thrill-filled level Zipper Mission, be careful which button you press! You might get an unpleasant travel companion!

Flashy spikes



TalkGibberish has created an aesthetically beautiful level Exercise In Spike Block. It's hard not to stare at the flashy spikes, and also hard to not get impaled on them!

Highlights
Levelhead: Platformer Maker - BscotchSampy
Patch Highlights

Hey, Levelheads! Welcome to our LARGEST PATCH EVER. Our focus these past four weeks has been on bug fixes, optimizations, and overall improvements to what's already in the game. But just for good measure, we squeezed a couple new toys in there, because WHY NOT? Let's take a look!

Reusable BUDD-E's!

Many of our level builders have been making levels with a sort of "check-in" spot, where the player could re-save their progress each time they returned to the same location. But previously, the only way to do this was to place two BUDD-Es (checkpoints) side by side, which took up a lot of space and made a lot of noise. So we fixed that, by introducing a new style of BUDD-E!



Now, you can toggle whether your BUDD-E is reusable. Reusable BUDD-Es gain a blue tint and have round protuberances on their heads, so you can tell them apart. If a BUDD-E is reusable, every time you re-touch it, it will save the level state at that moment -- even if that BUDD-E was already active!

Plus, we changed the color of the BUDD-E's face from green to cyan, which so far has worked out great, and we haven't gotten any pushback at all from our players on that one. Nope. Not even a little bit! It's just been... Just smooth. Smoooooooth sailing.

Rain Rain Windy Windy!

As soon as we added weather to Levelhead, we knew we wanted to add some way to control the weather. Thanks to Levelhead's switch system, we had an easy way to do it, so we just needed to find the time! AND THIS PATCH, WE DID!



Now, you can drop a Weatherbox into your level, which will allow you to control the weather via switches! Want to start a sandstorm when the player leaves a cave? Or have the sun come out when the player clears out all the enemies? Weatherboxes give you control over that FLOOOOW.

Jingle jangle!

Speaking of having cool things happen when the player achieves something... What about MUSIC?



We now have JINGLEBOXES, which are little one-tile, invisible items that you can connect to switches to have little jingles -- short songs -- play when events occur. Want to celebrate the player finding a secret room? Or perhaps celebrate the player making a huge mistake by taunting them with a sad song? Now you can!

Switches got me in Stitches

Key Doors and Key Chests have always kind of lived in their own little key world, doing key stuff and generally not participating with the rest of society. But we reached out to the Key Embassy and sat down with some of their Key Diplomats and Key Personnel. We talked about Key Performance Indicators and brought up some key talking points, and eventually we found the key issue.



Now, Key Doors and Key Chests can send a signal when opened! That means you can directly tie level events to the usage of a Key Card, without needing some kind of elaborate Key Switch contraption. In conjunction with the Jingles, this little feature opens up a lot of fun "secret reveal" and celebratory opportunities.

Japanese and Korean!

Just yesterday we got our first translations for Levelhead in Japanese and Korean, so we added it to the game!



This is a FRESH translation, so we want to hear from our players about things we can do to improve it. We've already heard that our Name Combobulator needs a lot of work with Japanese, so we'll be figuring that one out. But we want your feedback! FEED US YOUR FEEDBACK!

Mostly because we can't read this stuff. What even is this? WHAT AM I LOOKING AT?

Tons of fixes!

Fully half of the changes that have gone in to this patch are fixes to existing systems, and most of the other changes were general improvements or rebuilds of game systems that were misbehaving. We scoured the whole thing from top to bottom and put time into some of the more elusive bugs that have been causing our players (and us) headaches. Some of the greatest hits from this patch include:

  • Proximity switches should now actually work properly in the first frame of a level. No more Jems appearing and then instantly disappearing!
  • If you liked a level, you would sometimes later return to find that your "Like" hadn't actually been applied. Now they actually stick to levels!
  • The Wiki exporter is a lot smoother and no longer causes the game to hang forever.
  • When you log into the game or change users, you now go to a loading screen that makes sure everything is square. Previously, the loading would happen on the main menu, which meant you could go into the campaign or do other stuff before the loading was actually finished. WHOOPS!
  • If you were falling super fast, you would sometimes slide past a 1-tile gap that you were trying to horizontally move into. The physics have been updated so that if you're moving at higher speeds, it becomes easier to slide into these gaps. NICE!
  • You can now hold buttons on the controller while inputting text into the on-screen keyboard. No more carpal tunnel for you!
  • Some items had hitboxes that were 2 pixels too wide, which allowed you to, for example, go through a Rift even if it was inside a wall. These have all been fixed. NO MORE CHEATING!
  • Tons of items, like cannons and some enemies, weren't fully restoring their states at checkpoints. This made for inconsistencies that shouldn't have existed. We've fixed all of these that we've found, but if you find more, let us know!
Aside from all the fixes, we also put time into optimizing the game by profiling which items were using unnecessary CPU, and we trimmed the fat on all of those items. Overall, you should notice frame rate increases in just about every scenario. So... that's nice!

What's Next?

The next patch will come December 18, since Adam (the web programmer) and I (the game programmer) will be out for two weeks around Thanksgiving. We'll have a developer blog for the next two weeks, and then we'll have a couple weeks of silence while we're on our Thanksgiving break, although we'll still have community spotlights during that time.

The focus of this next patch will be making the campaign more robust and interesting, and making it an overall better experience for new players to get introduced to the game. I don't want to spoil the surprise, so I'll just LEAVE IT AT THAT!

If you want to know more about patch 0.42, read on!


v0.42.0 Patchnotes (since 0.27.0)

See the full patchnotes.

New Features

Localization

  • Levelhead now features Japanese and Korean translations.
  • Added Japanese and Korean language support.
Editor

  • Added seven new jingles to the Jinglebox.
  • You can now rearrange the words in the Name Combobulator using left/right arrows underneath the words.
  • BUDD-Es (Checkpoints) now have a "Reusable" toggle. Reusable BUDD-Es are blue and have round protuberances on their heads, instead of pointy.
  • A new item is available in the Editor: The WEATHERBOX! The Weatherbox is an invisible item that controls the weather by listening to signals. When a Weatherbox is changing the weather, the level's current weather will fade in or out over 1/3 of a second, which is fast enough that you can make it feel like the player is exiting a building into a storm, but slow enough that it isn't jarring. If your level has a Weatherbox in it, the level's default weather settings will be ignored.
  • Key Chests now have an optional Sending Channel, and an optional starting state for that signal. Getting hit by a matching key will cause the chest to toggle its Sending Channel signal. (thanks to Brainmop Wippabumble)
  • Key Doors now have an optional Sending Channel, and an optional starting state for that signal. Getting hit by a matching key will cause the door to toggle its Sending Channel signal.
  • A new item is available in the Editor: The JINGLEBOX! The Jinglebox is an invisible item that can play short tunes when activated with a switch. These can be used to emphasize certain moments in your level, such as surprises, secret reveals, or the player acquiring a special item. Jingleboxes will play once per switch activation, with an internal 0.5 second cooldown (so they can't be played every frame). Normally, Jingleboxes are Global, which means their sounds can be heard from anywhere in the level. Global Jingleboxes will dampen the game's music temporarily while they play their tune. Alternatively, they can be set to "Positional," which allows you to play a tune from a location (if the player is close enough). Positional Jingleboxes do not dampen the normal game music.
Audio

  • When enemies are roasted by Wildfire, it now makes a unique sound.
File Management

  • When you first open the game and when you log into or out of a Rumpus account, you will now see a loading screen. Previously, all loading and syncing was done on the main menu, but this could lead to problems, such as your save file not being fully synced or loaded by the time you clicked on the campaign ship. Now, everythign will be loaded first, and then you will go to the main menu.
Web

  • Levelhead now uses compression for sending files to Rumpus over 256 bytes. This should result in faster web functions and less data usage, especially for syncing player saves and large levels.
Improvements

Audio

  • Updated the sound of the Tense Success jingle.
Editor

  • Added to the Name Combobulator: Once, Twice, Thrice (thanks to cprice)
  • Added to the Name Combobulator: Unknown (thanks to WaddlesTNT)
  • Added to the Name Combobulator: Currency
  • If you place a Weatherbox but have weather effects disabled, you will get a warning popup message. (thanks to msmiley)
  • Added Pressure Plate and Lookswitch to the Daily Build defaults. (thanks to TimConceivable)
  • The Sign now features a Key Chest icon.
  • Added words to the name combobulator: Height, Heights, System, Systemic, Draft. (thanks to Spekio)
  • Rifts can now have their Rift ID and Destination Rift ID set to "None" (which can be accessed by setting their IDs to -1). This allows you to make true one-way Rifts that can only send or only receive, without needing to do weird workarounds.
  • Jingleboxes now have a "Repeatable" setting, which lets you decide whether they play only once, or can play each time they are switched back on. By default, Jingleboxes are set to non-repeating.
  • All of the Enclosure tiles had the same flavor text. Now they each have unique flavor text!
  • Added to the name combobulator: Beep (thanks to Johnny0798)
  • The name combobulator now supports hyphens as a punctuation mark. (thanks to Johnny0798)
  • Added "Lost" to the name combobulator. (thanks to Spekio)
  • When GR-18 is being dragged in the Editor, it will pose as if it is falling.
  • Added a "Sprint" icon to the Sign. (thanks to Steek Hutsy)
  • Added to the Name Combobulator: Generator, Juice, Power, Energy, Electricity, Energize, Repeat, Loop, Actually, Actual.
  • Added to the Name Combobulator: Color, Gallery, Channel, Raid, Aurora, Chump, Destroyer, Colorful, Wondrous, Fragile, Cube, Symphony, Paradise, Workshop, Caution, Case, Sewer, Conveyor, Family, Dome Structure, Torrent, Poison, Palace, Magical, Underground, Parallel, Wide, Warm, Enchanted, Automatic, Heavy, Narrow, Limited, Celestial, Cosmic. (thanks to Johnny0798)
  • Added unique Editor selection sounds to all enemies, not just the Scrubb and Ocula!
  • By default, new levels created from this version forward will have their camera side boundaries defaulted to "On." You can still disable the horizontal camera boundaries in the level details.
UI

  • The first loading screen into the game is now the spinning Rumpus logo (as before), while the user swapping loading screen is the new GR-18 box art loading screen.
  • Updated the "Tip Amount" icon to be a coin going into a slot, instead of that weird hand thing.
  • Added an icon to the "Language" setting in the Settings page, so you can tell which setting to change if the game is in the wrong language and you therefore can't read it.
  • There is now a confirmation window for resetting all your settings via the Settings menu.
  • Language selection is now the very first thing in the Settings menu.
  • Updated the Rumpus login page to use icons instead of text. This will also allow us to fit more login buttons on the screen at once without it feeling cluttered or needing to add scrolling.
Web

  • If your Rumpus credentials expire, the game will now handle this more gracefully. It will load up the Guest account, and then prompt you with a message that your credentials have expired, and it will ask you whether you want to log back in.
  • Levels now carry metadata for which platform they were published on. This will later allow us to give players the option to only play levels published on the same kind of device they are currently using.
  • Rumpus now features internet pits filled with internet sticks to e-impale any e-intruders.
  • Levelhead now uses "Just in Time" level delivery! When playing a playlist, the game would previously download all of the playlist's levels at once. This was pretty wasteful for bandwidth and file writing, because you might only play the first level and then decide to go do something else. Now, each level is downloaded when you first enter its loading screen right before you play it. If you want to download levels in bulk, you can still do so via just clicking on their "Download" buttons without playing them.
Optimization

  • Textures are now prefetched during the level loading screen instead of during the first frame of the level. This should reduce hitching that might occur on the first play-through of a level after loading.
  • Optimized Hardlights to use less CPU in general, and to use quite a bit less CPU while in the Editor.
  • Found numerous optimizations in Flippy Longswitches, dramatically reducing their impact on frame rates.
  • Levels with a large number of switches should now load dramatically faster.
  • Found several optimizations in Battle Switches, reducing their impact on frame rates.
  • Optimized several aspects of Jem Switches, so they should now have less of an impact on frame rates.
  • Found several optimizations in placeable Fireballs, lessening their effect on the game's frame rates.
  • Found several optimizations in Spiketrons and Whizblades, giving them a dramatically reduced impact on frame rates.
  • Optimized Wait Switches, so their effect on fps is substantially reduced.
  • Boomboxes have had much of their code optimized, causing their effect on the frame rate of a level to be generally halved.
  • Tempswitches no longer run any rendering code while offscreen, which should result in a mild frame rate boost for levels that have a large number of Tempswitches.
  • Optimized many of the game's texture pages, which should increase performance in devices with weak GPUs.
  • Purged a number of old, unused sprites.
  • Found some heavy optimizations in the rendering of pickups such as Jems and Powerups. These items will no longer run any draw code when offscreen, and they have had some other unnecessary calculations removed. Levels with large numbers of Jems and Pickups should see a performance boost.
  • The game should no longer iterate over input channels that aren't associated with active players. Monitoring those input channels was using unnecessary CPU.
  • Dense Fog no longer renders if it is off-screen. This should lead to a performance boost on levels with a lot of Dense Fog.
  • Optimized some of the rendering of text in the Gameplay Interface.
  • If something were to ordinarily spawn the "whiteflash smoke cloud" animation (as when enemies are defeated), that animation will now only spawn if it would be visible on-screen.
Gameplay

  • You can now hit the "Retry" button during a powerup acquisition animation. (thanks to RetrophileTV)
  • The top camera boundary is now the actual top edge of the level, instead of a half grid space above the level. This will make it easier to create a feeling of enclosed spaces. Note that the player can still go up there; they will just have to navigate using the on-screen arrow that indicates their location.
  • Sped up the acceleration of Scrubbs and Oculas so if they get knocked back, they don't slide away for 10,000 years.
Wiki

  • The in-game Wiki export function no longer freezes the game while it is exporting.
  • The in-game Wiki export function now includes information about campaign levels. (thanks to Spekio)
  • The in-game Wiki export function now includes all of the words in the Name Combobulator. (thanks to Spekio)
Workshop

  • Workshop cloud level downloads are now force-saved to disk, ignoring normal file write limits.
Console

  • For consoles with rate limits on file saving, it was possible to have your downloaded levels fail to get "locked in" to the device's storage if they were stuck waiting in queue to save to disk. Now, when the level downloader is done downloading all the levels you have queued up, it will guarantee that those downloaded levels ignore the normal file write limits so they don't get lost.
Campaign

  • "Storm of Regret" has been updated.
  • "Deliver the Package, GR-18!" has been updated.
  • "Fly, GR-18!" has been updated.
  • "Sting Like a Bee" has been updated.
  • "Grand Theft Grotto" has been updated.
  • "Spike Pop Experiment" has been updated.
  • "Pow Pow Magic" has been updated.
  • "Under Pressure" has been updated.
  • "Hollow Mountain Hike" has been updated.
  • "Go Go Rumble" has been updated.
  • "Chamber of Magic" has been updated.
  • "The Heist" has been updated.
  • "Sacrifice the Box" has been updated.
  • "Bop Jump" has been updated.
  • "Temple Gauntlet" has been updated.
  • "Bomb Traveler" has been updated.
  • "An Unusual Time" has been updated.
  • "Four Point Plunge" has been updated.
  • "Hollow Mountain Hike" has been updated.
  • "Only Air" has been updated.
  • "Battery Gauntlet" has been updated.
  • "Sproing time" has been updated.
  • "Fire Jungle" has been updated.
  • Think Dangerously has had cheese removed from its third puzzle.
  • Home Run is now called Triple Trouble and is better.
  • Ouch Cart has been slightly updated.
  • Temple Gauntlet has been updated.
  • Under Pressure has been updated.
  • Blopfush Trap has been updated.
  • Hide and Sneak - Proximity switches updated to not misfire and softlock players when the multiplayer camera zooms out.
  • Uh Oh - level updated to include music all the way through and be slightly spookier.
  • Jem Jazz Ordeal has been overhauled and is now Turn It On!
  • Switch Karma now has music.
  • The Heist now has music and a few updates.
  • Home Run now has music.
  • Now That's a Rift has been updated and now has a few coins.
  • Package Jump Challenge has been updated and now has secrets and a GR17
  • Be Sneaky GR18 has been updated, now has a blopfush flock
  • Thorncloud Delivery has been updated to reinforce package jump mechanics.
  • Dense Fog Ridge has been updated to include blopfush tantalizers.
  • Bop Jump has been updated to include blopfush, fire, and golden key/doors
  • Deliver the Package, GR-18! Has been updated to include blopfush and fire, among other things.
  • Regret Gate Compilation has been updated to include a keychest, fireballs, tile variety, weather, and better design.
Visuals

  • BUDD-Es no longer show an exclamation mark on their chest when active. Instead, they show the "Replay" icon that matches the Replay button in the top-left corner. Also, you now get a "Ring Pop" visual when you activate a BUDD-E, making it easier to tell that you activated it.
  • Sky Wigglers are now much darker when "Off," making them easier to identify.
  • 3x3 Fireballs have been made more circular, so their tails don't extend 1.5 grid spaces beyond their hitbox. They need to be hot, but not THAT hot!
Developer

  • Hiding the interface with the developer override will now remove hotkey overlays on buttons.
Rumpus

  • Updated the Rumpus login flow to be more clear about what is happening when you are linking a Steam, Nintendo, or Xbox account to an existing Rumpus account.
  • Updated Rumpus placeholder email text to use "example.com" instead of weird made-up domains, in case those domains actually come into existence at some point.
  • If Rumpus only has one login method available on a given platform, the "Login Method Selection" page will no longer appear.
  • Updated the account creation screen for when you log in to a new account via a non-email method (like Steam, Xbox, etc).
  • The "User Manager" Rumpus screen no longer appears on Xbox, since your profiles will be managed via the Xbox interface.
Nintendo Switch

  • The Switch should now automatically adjust graphical settings depending on whether it is in Boost Mode or Normal Mode.
  • Added "Tabletop Mode" support to the Switch, so one user can play in Handheld mode while another user plays with a separate controller.
  • Updated saving on the Switch so level saving in the workshop is always forced, to minimize data loss that could be caused by file write speed limits.
Saving

  • Your campaign progress will be saved when you trigger a GR-17.
  • Player campaign data is always force-saved without timers on all platforms, to ensure campaign progress isn't lost due to file write speed limits.
Xbox

  • Updated visual display for the "Menu" and "View" buttons on-screen when playing on Xbox, to match the icons shown on the controller.
Fixes

Gameplay

  • Squished Scrubbs and Oculas should now reliably trigger pressure plates if they hit the pressure plate as their last bounce before they explode.
  • Wildfire should now properly destroy enemeies offscreen. (thanks to TimConceivable)
  • Squished Oculas and Scrubbs will now trigger pressure plates in the frame that they explode from hitting a wall for the final time. (thanks to Intuition?!)
  • If a Burny Whirler, Fireball, Spinny Platform, or other rotating or swinging object is set to "All Inactive" or "Any Inactive" and it has no associated switches, it should now always be on. (thanks to TalkGibberish)
  • If a Blopfush got knocked off a track, it would retain a tiny amount of residual movespeed when it returned to the track, causing it to vibrate slightly. This has been fixed.
  • It is now far easier to squeeze into horizontal gaps while falling.
  • Flipwips should now properly maintain their attack and leap directions when restored from a checkpoint.
  • Previously, if you hit the "Jump" button while Waylay punching, your jump would attempt to trigger, but nothing would happen, since you were mid-punch. Now, the jump input will be stored and will trigger at the end of your punch via input buffering. This fixes the "lost jump" bug and also introduces some new movement techniques. (thanks to TheViralMelon)
  • If you were ceiling-hanging with the Tiptow and bumping up against a wall, your animation would stop and then get all twitchy. Now it will play smoothly.
  • If you were invincible and standing inside something that would harm you, your "Retry" button wouldn't work. Now it does!
  • If you hit the "Retry" button right when GR-18 respawned, no retry would occur, and your next death would count as a retry instead of a death. This has been fixed. (thanks to TheViralMelon)
  • If "Players Share Powerups" is active in a level, players in Respawn Bubbles will now properly have their visuals updated when their living friends acquire powerups.
  • The package now properly restores its facing direction at checkpoints.
  • For levels made in version 0.40 or higher, Rifts will have their hitboxes tucked in by 1 pixel on each side, so you should no longer be able to enter them through walls or corners. (thanks to Johnny0798)
  • Weather machines now start with weather in the correct state when the level first boots up.
  • Dying in multiplayer will now clear the timer on your Dbot, Lectroshield, and Armor, so you won't have them when you respawn.
  • GR-18's grappler now passes through invisible Prize Blocks.
  • Blasters and Trigblasters now use a 1x1 hitbox, so you should no longer be able to enter them diagonally through corners. This change is not retroactive, so it should only apply to levels made in Version 0.39 or higher. (thanks to TimConceivable)
  • Blasters and Trigblasters had slightly differently-sized hitboxes. This should no longer be the case for levels made in version 0.39 or higher.
  • Dbot no longer protects you from being crushed to death by doors. (thanks to Impflake Grinnyfunk)
  • Cannons and Lookannons now properly restore their rotation and timing at checkpoints. (thanks to TalkGibberish)
  • Fixed an issue with placed throwable items not receiving signals from proximity sensors in the first frame of the level.
  • Fixed more issues with proximity sensors interacting with certain items at first spawn on a level. Affected items fixed: Boombox, Lookcannon, ZOOM-R, Sign, Arrow Hologram, and Secret Eye.
  • If a proximity sensor (battle switch, eyeswitch, or package cam) is within range of something in the first frame of the level, the following items now handle receiving that signal properly: Hardlights, Regret Gates, Burny Whirlers, Fireballs, all Pickups, Spike Blocks, Spike Chainers, Cannons.
  • Package Cams now properly detect the package in the first frame of the level's existence.
  • Baddie Eyeswitches now properly detect enemies in the first frame of the level's existence.
  • Eyeswitches now properly detect GR-18 in the first frame of the level's existence.
  • Fixed a legacy issue that was causing the game clock to run twice as fast.
  • Your powerup refresh animation will no longer show up if you don't have an active powerup.
  • Flipwips now properly restore their attack states at checkpoints.
  • Throwable items on paths should now properly detach from the path and gain physics when blown up by a bomb.
  • Keys should no longer fail to trigger Keydoors or Keyswitches if they hit them vertically (up or down), even if they just roll across them. (thanks to BlueSheep3, msmiley)
  • Popjaws now have their attack states properly recorded and restored at Checkpoints. (thanks to WaddlesTNT)
  • Projectiles being shot from cannons would break on deactivated fireballs. Now they don't! (thanks to TheViralMelon)
  • If you placed a path node exactly on top of the same path but earlier in the path, the item on the node would latch onto the earlier path point instead of the intended node. This has been fixed for all levels made in this version and later. (thanks to TalkGibberish)
  • Enemies now store their "grounded" state in checkpoints, which should eliminate scenarios where, for example, Scrubbs or Oculas would slide backwards momentarily if respawned from a checkpoint onto a Toe Slider. (thanks to Dappalol Abember)
  • If you are currently touching a Purge Gate, you can no longer grab items -- they will just flash with the red effect of the purge gate, and they won't move.
  • If a Purge Gate knocked a Sproing off your back into a tight corridor, the Sproing could get stuck in walls. This is because Sproings have a full Grid Space-sized hitbox, so they had to fit perfectly into a grid space. The "find an open spot" algorithm wasn't taking this into account, so the Sproing would instead just get stuck. The open-spot-finding algorithm has been updated, so this should no longer be occurring.
  • Springs that emerged from enemies or prize blocks would disappear after a checkpoint respawn. Now they persist! (thanks to Brainmop Wippabumble)
  • When GR-18 kicked something while also firing Ripcord jets, the "Kick" animation would play but the fire would continue to shoot, even though the jet-arms were no longer present. This should now be fixed.
  • Enemies now award points when defeated by being CRUSHED BY A DOOR. (thanks to TimConceivable)
  • Punching or exploding a Scrubb/Ocula with an item inside it would result in the Scrubb/Ocula not spawning their "flying away off screen" animation. Now they do!
  • The last Ocula or Scrubb to emerge from a Robo Factory would have odd behaviors when being restored at checkpoints, such as turning into the other type of enemy. This was due to an item lookup error relating to the Robo Factory being destroyed, which has been resolved.
  • In certain rare cases, the game would get confused and think you were playing a published level when you were in the campaign. This should no longer occur.
  • Wildfire projectiles no longer revert into Hot Fire projeciles after a checkpoint reload. (thanks to WaddlesTNT)
  • Key Chests now properly store (and restore) their states at checkpoints. (thanks to msmiley)
  • Throwing a Scrubb or Ocula at Jems would pick up the Jems even if they were deactivated with a switch. Now it doesn't! (thanks to Crushnoil Varkzapee)

The rest of the patch notes are too long to be included in this announcement.
See the full patchnotes.
Levelhead: Platformer Maker - BscotchSampy
This spooky week we present you with levels just bubbling with hotness, built and guarded by the creepy-good creators of this community!

As always, remember to click the level names to bookmark them for play later on - LET'S GO.

Glory & Fury of Fire!



Dark Brick demonstrates the true glory of fire in the level Fire, Fire, Fire... Fire. Don't be too mesmerized by the glorious fire, or you shall be faced with its FURY!

Vacrat Vengeance



TalkGibberish has continued the Vacrat saga in the level Locate Dangerous Vacrat. GR-18 must turn into a detective to solve this puzzle and find the dangerous vacrat, and finally get his vengeance against the thief!

Randomized Chaos



TheGlock521 has created randomized chaos in the level Monster Smash. Get ready to brawl and win this street fight!

Enemy sampler!


DNin has passed around the enemy platter in the level Project Enemy: Second Battle. Enjoy the taste of victory against this enemy sampler!

Spooky Maze


In GooGroker's intense level Madly Fallthrough Spookstone, you will be running (and screaming) your way through a spooky maze. Hurry up, or be left behind in darkness!

Highlights

  • Not that Kevin's Purge Gate Tangle is a puzzling head-scratcher!
  • Spekio's Up Lift Endeavor will have you hop skip and jump to get through the end!
  • WILLHYUKISTER's Ocula & Scrubb Spooky Forest is filled with spookiness and enemies!
  • The Trick-or-Treat event hosted by PureKnickers celebrated its 31st and final day. Check out all the terrifying creations over on Steam!
Levelhead: Platformer Maker - BscotchSampy
Hey, Levelheads! We are 3 weeks into our 4-week patch, and the PRESSURE IS MOUNTING! ATMOSPHERIC PRESSURE, THAT IS.

New Item Preview: Weatherbox

Get out your barometer, because we just wrapped up production on a new item that will be coming on November 6th: The Weatherbox!



The Weatherbox can dynamically change the weather in your level, so you can really ramp up the intensity of certain sections, or reward your player's achievements by having the beautiful sun come out!

Optimizations Galore!

Last week I was able to cruise through tons of items in the game to do a bunch of cleanup. The goal was to look for optimizations, which usually amounts to finding things that don't need to be happening, and then making them not happen anymore. When you pull down the patch next week, you should feel it. Your levels will load faster, and you'll see higher frame rates throughout the game. This is especially important as we prep for Levelhead coming to other platforms!

Little Tweaks!

We're keeping an eye out for little high-leverage things we can do toward the tail-end of this patch as well. Things like having Key Gates send a signal when they open, so you can tie them to Jingleboxes. Or being able to easily create one-way Rifts by setting their ID (or their destination) to "none". Or even having hyphens in the name combobulator. We've got all KINDS of little things on the way!

What's Next?

We have one week left to get this patch wrapped up and put into your HANDS!

Last week we talked about how we're doing a bunch of work on the campaign to really take it to the next level. That's still going on, but OH BOY IT'S A BIG ONE. Rather than trickle out those campaign changes in tiny bits, we're going to sit tight on those and continue to build them up, and then dunk-slam them right into your faces all at once. So we probably won't have those coming next week, but... SIT TIGHT. SOON.

Two more features we're hoping to get wrapped up by the time the patch drops are reusable checkpoints and some additional properties for proximity switches -- toggling and exploding. These are somewhat more involved features than you might think, so NO GUARANTEES. But we're working on them!


You just gotta get in there!

Want to stay tuned with updates in CLOSE TO REAL TIME? Check out our patch notes page to see changes to the game, even before they have hit Steam!

And if you want to get the changes a little earlier than the rest of the folks on Steam, hop into our Discord, where we've got information on getting into the Beta branch.

Catch you next week!
Levelhead: Platformer Maker - BscotchSampy
Get ready to be spooked by the creepily good creators of our community. This week's report on GR-18's adventure includes scrubba diving, demon summoning & of course holiday shopping!

As always, remember to click the level names to bookmark them for play later on - LET'S GO.

Virtual Airport



Msmiley presents a TERRFIYING virtual airport experience in the level Fly Back Home, GR-18!. Be ready to park your car, go through security check, and experience some TSA drama to get through this one. Sometimes the horrors of the real world are the scariest of all.

Elevator explosions



Brace yourself before you leave the car in GJGuzzmo's level An Elevator Escapade. Entering elevators never felt this intense!

Scrubba diving



Aferalsheep throws you in the deep end in the level Scrubb Cave Escape. Be prepared to swim with your new frenemy to get to the shore!

DEMON SUMMONER



GR-18 wears a savior's hat in Spekio's level Midnight Ritual Summon. Perform a demon summoning ritual and save Halloween!

Early Holiday Celebration



Sjosz has gotten in the spirit and decked out for holiday decorations early! Enjoy a clever puzzle to solve as you decorate your Holiday tree in Tree of Light!

Highlights
Levelhead: Platformer Maker - BscotchSampy
Hey, Levelheads! It's another week, and another dev blog! We are still TWO weeks out from the next patch (November 6). We've made a lot of progress this week, but there's still more to go! Let's take a look!

FixFest 2019: Phase 2

If you take a peek at the patch notes, you might notice a pattern -- MORE FIXES! As we shift our eye toward quality, we've been hard at work patching all the hundreds of tiny little issues that we've let sit for far too long. We've got gameplay fixes, editor fixes, optimizations, web fixes -- you name it, we've got it! We're even fixing things that aren't yet broken, but will definitely be broken later on if we don't patch them up now.

Fixes are the unglamorous side of game development. But like many unglamorous jobs, if someone doesn't do them, you'll notice. Much like plowing the snow off a road, we have to get these things out of the way so we can go faster later.

Platform Streamlining

As we work on preparing Levelhead to go through Cert for Xbox and Switch, we've had to put quite a bit of time into lots of little interesting tweaks to make sure the game runs well on these platforms. These are things you might not even think of, and which often have positive effects on other platforms as well. The biggest of these are the optimizations, and improvements to our Rumpus systems. We have plenty more work to go, but we're making good headway in this department!

What's Next?

Now that we're out of the first two weeks of the patch cycle and have a big batch of fixes and improvements locked in, we can put a little more time into some new features before the patch drops on November 6th. Although most of our focus in this phase is on stability and not new features, we get just as excited as you all do about fun new toys added to the game, so of course we'll have a few of those.

We're continuing to beef up the campaign, and we have a couple of other item changes planned that should add some fun and interesting logic functionality to your levels, too, but they're still under way. What could they be? ONLY TIME WILL TELL!

New Item Preview: Jinglebox

Before I leave you this week, I'd like to give a little teaser of the new item hinted at last week. We call it a "Jinglebox!"



Fat Bard has created some fun new "stingers" or "jingles" -- small bursts of musical flair. Jingleboxes play these Jingles when activated by a switch. Do you want to emphasize that a player did something good? Or perhaps amplify the surprise of a grand reveal? Jingleboxes have you covered!

We'll have more info about Jingleboxes in the full patch update on November 6th!


You just gotta get in there!

Want to stay tuned with updates in CLOSE TO REAL TIME? Check out our patch notes page to see changes to the game, even before they have hit Steam!

And if you want to get the changes a little earlier than the rest of the folks on Steam, hop into our Discord, where we've got information on getting into the Beta branch.

Catch you next week!
Levelhead: Platformer Maker - BscotchSampy
STOPPPP, look to the LEFT, then to the RIGHT and NOW notice the awesomeness of this community! This week we've got a fireball dance, a new world to explore & so many good levels! As always, remember to click the level names to bookmark them for later on. HERE WE GO!

Space Invaders, Anyone?



TheGlock521 has made Space Invaderesque level Blopfush Bop 6. Sip on a frosty mug of nostalgia and enjoy the old times with a Blopfushian twist!

Lost in the world!


PureKnickers has created a beautiful world in the level Crash On Spore Planet. Be careful though - you could get lost exploring this place!

Double the fun



Paragon Spekio is in great form this week. His well-paced puzzle-filled level Treasure of Balloog Castle will keep you wanting to come back for more. (And his homage to the balloog has been noted by ever-present eyes.) Speaking of watchful eyes, check out his Halloween community event entry Corridor of the Watcher.



Fireball Dance



Johnny0798 has you sliding and gliding in the level Spooky Fireball Dance. Be ready to dance to the tune of fire to win this one!

Highlights

Levelhead: Platformer Maker - BscotchSampy
Hey, Levelheads!

Since we've flipped over to a longer patch cycle, we wanted to make sure we are keeping up communication with our players about what's going on in the studio. So during this phase of development, I'll be posting weekly developer blogs with little sneak peeks behind the scenes!

IT'S THE QUARTER!

We spent Friday running through our Quarterly Review, which is always an enlightening time. It gives us a chance to step away from development and try to think about the big picture, so we can improve our processes and identify our blind spots and areas where we need to improve. We found a lot of good process improvements this time around that we'll be executing, and one of our big goals going forward is to put extra emphasis on stability and quality in Levelhead as it approaches launch.

FixFest 2019

On a faster patch schedule, we needed to always make sure we got content out in time, which often meant adding new features at the expense of fixing bugs and improving game systems. Although it's definitely possible to get away with this in the short run, we don't think it's a good idea in the long run, because over time, it means we'd be building features on top of increasingly unstable systems.

Over the past few days of development, this has meant working on getting the game finalized and approved for the full launch on consoles, shoring up some problems with our web systems, fixing Editor bugs, and even combing through the game to find optimizations and hitches that would end up being more pronounced on consoles.

We still have a LONG way to go to get through our known bug list, but our final vision is to have the game in such a stable state as we come up to launch that we can continue to easily expand the game without needing to put out any fires.

CAMPAIGN GLORIFICATION

One of our goals for pre-launch prep is to get the campaign to a spot where it gets elevated from "A bunch of fun levels you can just go through if you want," to the status of being a truly memorable experience that has its own personality and backstory. Part of the work we'll be doing this patch will be developing more tooling on the back-end that will allow us to add more interesting features to the campaign. What are those? WELL YOU'LL SEE... IN TIME!

Chill Tunes!

We've been working with Fat Bard to get a little more musical FLAIR into your levels. For starters, this means some additional music tracks for the Jukebox, but it also means a WHOLE NEW ITEM that's meant to give you a little more control over amplifying the musical impact of moment-to-moment events in your level. What does that mean? STAY TUNED AND FIND OUT!

You just gotta get in there!

Want to stay tuned with updates in CLOSE TO REAL TIME? Check out our patch notes page to see changes to the game, even before they have hit Steam!
https://www.bscotch.net/games/levelhead/patchnotes

And if you want to get the changes a little earlier than the rest of the folks on Steam, hop into our Discord over at http://discord.gg/bscotch, where we've got information on getting into the Beta branch.

Catch you next week!
Levelhead: Platformer Maker - BscotchSampy
Another week down and another crazy round of CREATIVITY from our community! This week GR-18 has been through a haunted house, teleportation devices and fiery rain! As always, remember to click the level names to bookmark them for later. HERE WE GO!

Haunted House



In Critwolf's spooky level House Of 7 Haunted Lizumi, you need to grasp the souls of 7 Lizumis to bust out of the haunted house. Don't let them get you!

Teleportation


Draconic Captain's intricate level Ancient Discovery has us in awe. Manage your teleportation device to solve the mystery of the level and THE UNIVERSEEEE!?

Pumpkin Carving!


In the Big Gourd, Not that Kevin gives you a chance to practice your pumpkin carving skills. Halloween is on the way - what design will you choose?

The Package shall set you free!



TalkGibberish has changed the script in his level Destroy Package, Earn Goal. Sacrifice the package over and over and survive the wrath of fire gods!

Highlights

  • ZiLyfe's Key Gate Puzzle will help you practice your lock picking skills! Don't be caught!
  • msmiley's Treat the Cannon lets you race a lizumi without worrying about it killing you. What a refreshing change of pace!
  • CJ5Boss's The Triple Trial 2 tests your patience and precision. Take your time to get through this one!
Levelhead: Platformer Maker - BscotchSampy
Patch Highlights

This one really came down to the wire, Levelheads! This patch we juuust managed to get in FIVE new editor items, campaign updates, bug fixes, FIRE, and some new community tools! Let's look under the hood!

New Enemies: Scrubb and Ocula!

Although all of Levelhead's enemies are unique from one another, and they all do something interesting, some would argue that the current slate of enemies is... too interesting. We've got teleporting sharks, drill birds, giant tongue-whip chameleons. Heck, even Vacrats, the simplest of enemies, have multiple states. And they chase after the player!

So we thought, maybe it's time we take this DOWN a notch. How about some dumb enemies that hardly do anything at all? So that's what we did! This patch, we're happy to introduce two new enemies: The Scrubb, and the Ocula!



These two bad robots are nearly identical in behavior, except the Ocula has no depth perception, so it runs off cliffs. When defeated, the Scrubb and Ocula become "squished," turning into a throwable disk that does all kinds of weird things. It can plow through other enemies, you can bounce off it, and it can even break brittle rocks and open prize blocks!



Perhaps even weirder, the Scrubb and Ocula are the game's first "Shrinking" enemies. When you damage a large one, it loses a size and keeps coming. Once it shrinks down all the way, it can be squished!



These enemies are simple but endlessly useful. We're pumped to see how you all use them in your levels!

Is fire... lit?

This patch brings TWO new updates to fire. First, we have a whole new type of fire: WILDFIRE! Wildfire is identifiable with its blazing green color. Wildfire unique is extra hot, so it will destroy enemies as well as GR-18. Plus, it looks cool!



In addition to Wildfire customization, we added a new Fireball hazard that you can put anywhere you like. It has many of the same properties as Whizblades, with the added bonus that Fireballs can be switched on and off using Levelhead's switch system, so you can turn them into some super-heated doors!


This is fine.

Behold! Treasure!

Keycards have always been in Levelhead, but until now, all you could do with them was open doors. Well, NOT ANYMORE! For starters, you can now use them to DELIVER GOODS to your players, with the power of the Key Chest!



Key Chests can have their colors changed as well, so you can give your players a special key that can only be used to get that special treasure you've hidden away!

Weird key puzzles?

Doors? Chests? Of course. But those are just regular key things, and this is Levelhead. So we just blew the lid off this whole thing, and integrated Keycards directly into the editor's switch system, with a whole new item: the Key Switch!



Key Switches are toggled every time you toss a Keycard into them. Not only does this let you use keys for the traditional approach -- unlocking stuff -- it also lets you create weird, limited-move puzzles or contraptions! For example, if you give someone five blue keys and a blue Key Switch, then they can only flip that switch five times.

Let's get that Wiki going!

This past week, the Levelhead Discord community started comparing notes about all the various documents, tricks, contraptions, and everything else they've created learned about Levelhead over the past months. And suddenly the discussion turned to, "WHY DON'T WE HAVE A WIKI?"

That's a good question. Why don't we? We've put in a request over at Gamepedia to get a Wiki off the ground, so we'll have more information about that soon. But in the meantime, we've added a button to the game's Settings page that lets you export some of the game's data, plus item icons, directly into the save directory.



That should be enough to get started on the Wiki, once we get the thing created!

Upcoming Patch Schedule Changes

We're gearing up to fully launch Levelhead early next year on multiple platforms, and we have to make sure we're ready for the big time! Much of our development time over the coming months will be going into various cross-platform compatibility things, certifications, localization, and lots of bug fixes and improvements. We'll also be working toward getting in some really big features that are going to take longer than the current 2-week timeline to design, implement, and test. We've had to put these big features on the backburner during our current phase of Early Access, so we could ensure we always had new content to deliver every 2 weeks.

Going forward, to give ourselves time to get those features into the game, and hit all our other targets, we're going to be spreading the patches out more. But we'll always make sure you know when the next patch is coming, so you won't be left in the dark! And as always, if you want to peek in on how things are going and see some sneak previews, pop into the Butterscotch Discord!

The next patch will arrive in four weeks: November 6th.

Would you like to know more about the current patch? Dig in to the detailed patch notes below!




v0.27.0 Patchnotes (since 0.19.1)

See the full patchnotes.

New Features

Data

  • The settings page now features a button that you can press to export game data to the save folder. This data currently includes information about the Editor items, as well as icons for all of the items. This data is intended to serve as a starting point for community-created sites such as Wikis.
New Item

  • Introducing two new enemies: Scrubb and Ocula! These are "chump" style enemies, meaning they essentially do nothing at all in response to the player. They just walk around! The Ocula has no depth perception, so it walks off cliffs, while the Scrubb will turn around at cliff edges. Large Scrubbs and Oculas shrink down when damaged, and when defeated in their smallest form, they fall onto their back, turning into a throwable item that will pass through and damage enemies, bounce off walls, break blocks and open prize blocks, and can be repeatedly bounced upon. Spinning Scrubbs and Oculas will expire after five seconds of inactivity, or after five bounces against walls. Picking one up and re-throwing it will reset its expiration tracking.
  • Introducing the Key Switch! Key Switches are simple toggle-able switches that will change states when struck by a key of a matching color. This will now allow you to use Key Cards for many more things other than simply opening doors. You can even created some kind of limited move-set puzzle with these, by providing the player with a limited number of keys!
  • Introducing the Burny Ball! This is a placeable fireball that can behave much like a Whizblade. However, Burny Balls can also be attached to switches, and they destroy certain items like bombs or Rebound orbs. They can also be set to the new "Wildfire" mode, which will cause them to damage enemies.
  • Introducing the Key Chest! This is a large, 2x2 treasure chest that can only be opened with a key of a matching color. Key Chests are non-solid, and they require being placed on solid ground. Key chests can contain any of the kinds of items that would normally go inside other objects like prize blocks, and they can also contain enemies.
Editor

  • You can now change the fire style for Fire Chainers, Cannons, and Lookcannons. The new fire style options are Hot Fire (normal), Friendly Fire (which only harms enemies), and Wildfire (which harms both GR-18 and enemies). Wildfire is green, and Friendly Fire is blue.
  • You can now type words in the Name Combobulator, and it will jump to the closest word that you typed, instead of just the word that matches the first letter. If you stop typing for over a half-second, the word lookup resets.
Improvements

Campaign

  • Scrubb & Ocula, Meet GR-18! package has been effectively blocked so people don't get trapped with it. (thanks to misshapensmiley)
  • Scrubb & Ocula, Meet GR-18! extended spike jump slightly to force use of the diagonal surfing technique.
  • Scrubb & Ocula, Meet GR-18! is now a side-level rather than in the main campaign path.
  • Keyswitch Meditation's key ordering is more random.
  • The Swoopadoop in Swoopadoop Gulch should no longer attack players outside the arena.
  • Trouble at the Fort's package-get section has been clarified.
  • Fly, GR-18! has had it's other proximity switch updated, so players don't engage zoom before it's meant to be zoomed.
  • GR-18 the Comet has had its barrels more finely tuned so players with low-frame rates don't get shot into the abyss.
  • Quickfire has had a single background tile added, to prevent it from being literally unplayable.
  • Pressure Point now uses a music track and the horizontal cam boundary.
  • Hide and Sneak now uses a music track instead of ambient track.
  • Be Sneaky, GR-18! now uses a music track instead of ambient track.
  • Dune Doom Dream's aesthetics have been updated, and the puzzle block section tweaked.
  • Scrubb & Ocula, Meet GR-18! new level in the forest, before Temple Gauntlet.
  • Mad Vacrat Nest now has a chumps in it and has been updated for aesthetics.
  • Vacrat Country now has chumps in it, has been overhauled, and is now called Bop Jump.
  • Temple Gauntlet now has chumps in it.
  • Be Sneaky, GR-18! now has chumps in it.
  • Swoopadoop Gulch now has updated aesthetics, chumps, additional checkpoint, and wildfire.
  • The Heist now has a chump in it.
  • An Unusual Time now has chumps in it.
  • That's an Incredible GR-18 now has chumps in it.
  • Bound and Rebound now has a chump in it.
  • Fault Line Bingo has been updated, includes chumps and new aesthetics, and is now called Trouble at the Fort.
  • The Door Problem now has Chumps in it.
  • Temple of Karma's end now features an Ocula with a deathwish.
  • Ride and Roar now has chumps in it.
  • Grand Theft Grotto now has chumps in it.
  • Temple of Karma's timing has been changed to be playable after the versioning update.
  • New level "Key Switch Meditation" introduces Key Switches. It appears after Chamber of Magic. It's a simple puzzle level!
  • "Calculated Risk" has been revamped to include Wildfire and additional aesthetic changes, and is now called "Too Hot? Too Bad!"
  • Break Grumble and Grin now has a secret Chest.
  • Hide and Sneak now has a secret chest.
  • Loud Mountain Hop has been updated.
  • Sproing Time now has a chest.
  • Fault Line Bingo now has an armor plate.
  • Be Sneaky, GR-18! now has an armor plate.
  • Mad Vacrat Nest now has armor plates.
  • Hide and Sneak now has an armor plate.
  • Swoopadoop Gulch now has an armor plate.
  • GR-18 in the Comet now has a GR-17.
  • Fly, GR-18! Has had its proximity switch updated.
  • Sacrifice the Box's fire has been updated.
  • Thorn Cloud Delivery now includes instruction for how to drop items, instead of just kick 'em.
  • Whizblade Grotto is now Kick Jump Grotto, and it teaches you how to perform a successful kick jump.
  • Updated most UI references to "Campaign" to say "Training" instead, to bring it in line with the opening presentation and lore of the Bureau of Shipping.
Editor

  • Updated the tooltip description of the Keycard.
  • Added "Paradigm" to the Name Combobulator. (thanks to Jangoelbow Doopalank)
  • When using the Editor in Multiplayer mode, you cannot resize the level while other players are actively placing things or moving them around.
  • Added to the Name Combobulator: Spin, Report, Party
  • Added to the Name Combobulator: Bonus, Stage (thanks to JextheNBguy)
  • Added to the Name Combobulator: Blind, Misty, Barrel, Bramble, Mayhem, Frenzy, Madness, Lagoon, Chute, Web, Spider, Arctic, Toxic, Stronghold, Antics, Slime, Slimy, Corridor, Watcher, Festive, Festival (thanks to Spekio)
  • Added to the Name Combobulator: Beware (thanks to critwolf)
  • Changed the name of "Burny Ball" to "Fireball", because... you know.
  • Removed "Friendly Fire" as an option for fire style. Turns out, even if fire is blue, it still looks like it should harm you. WHOOPS!
  • Signs now show up as semi-transparent in the Editor when switched off, instead of retracted. This way, you can still see the icon on the sign while editing.
  • You can no longer resize Daily Build levels, since the whole point of Daily Builds is THE RESTRICTIONS! (thanks to Retro Banana Man NL)
  • Key Chests must now be placed on solid ground.
  • Added sign icons for the Ocula and the Scrubb.
  • Burny Whirlers can now use the "Swing" property, similar to Spike Chainers.
  • When you are draggng the edges of a level in the editor, the camera is no longer stuck to the edges of the level, so you can use a joystick or WASD to continue to scroll while dragging the level size larger.
  • When you confirm your level details, the level is no longer force-saved at that moment, because... It's not necessary!
  • Added to the name combobulator: Midnight, Dusk, Twilight, Ritual, Summon, Frightening, Creepy (thanks to Spekio)
  • Added to the name combobulator: Basic, Training, Start, Player, Monster, Lane, Street, Planet, Elevator, Action (thanks to Tim Conceivable)
Gameplay

  • Spinning Scrubbs/Oculas no longer break Hard Clay, but they do still break Brittle Rock.
  • Enemy drop throwables that normally deal damage to enemies now also destroy squished Scrubbs and Oculas.
  • When small Scrubbs or Oculas are punched or bombed, they now turn into their Spinning mode. This will allow you to punch them into other enemies to damage those enemies.
  • The package now destroys Squished Scrubbs and Oculas if thrown at them.
  • Squished Scrubbs and Oculas are now destroyed if they damage an enemy who survives the impact.
  • If a Spinning Scrubb/Ocula hits another spinning one, they will both be destroyed.
  • You can no longer bounce infinitely on Spinning Scrubbs or Oculas. It was... too overpowered. Now, they explode after the first bounce.
  • Updated the scaling of Burny Balls so you can't squeeze between them.
  • Fixed collision issues with Spinning Scrubbs and Spinning Oculas incorrectly killing the player under certain circumstances. Also updated the Scrubb and Ocula to both properly shrink when their larger versions are damaged.
  • Updated Key Chests and Key Switches (in development) to have all their visuals and all four colors, and to respond properly to keys.
Training

  • Added new visuals to the ship's warp animation in the Training map.
  • Slightly reduced the camera speed in Lookaround mode in the world map when using a joystick or WASD, so you don't have to have ELITE GAMER REFLEXES just to highlight a level to warp to.
Optimization

  • Found some optimizations for non-switched Lead Blocks, as well as Lead blocks generally, that should reduce their load on the CPU.
Text

  • Renamed "Spinning Scrubb" and "Spinning Ocula" to "Squished Scrubb" and "Squished Ocula," since they aren't always spinning while squished.
Visuals

  • Oculas now animate faster, making them look more angry.
  • Added some extra visual flair to the Ocula and Scrubb's shrinking effect and their spinning states.
  • Scrubbs and Oculas now have a "Standing" frame when in the editor.
  • Wildfire now has green fire particles when it bursts.
  • Updated the styling of particle effects for fire impacts to be... cooler.
Audio

  • Implemented sound effects for the Ocula, Scrubb, Key Chest, and Key Switch.
Versioning

  • Your game will now use the minor version number (the second number) to determine whether a level is compatible and can be played. The "Patch" number (the third number) is now reserved for small bug fixes and other backwards-compatible tweaks.
UI

  • Updated the "Create" button on the New Level page to be the same as the one on the Daily Build page.
  • When typing in the Name Combobulator, your current search string will be displayed in AQUA BLUE!
  • Burny Whirlers now display the proper UIcons when eyedropped based on their fire type.
  • The "Download" button on level cards will now adhere to the same rules as the "Play" button. If you haven't played the level before, the "Download" button will be hollow. If you have played it, it will be solid. If you have beaten it, it will be solid with a checkmark inside it. This way, you can know whether you've played or beaten a level in the past, without needing to download it.
  • Added a graduation cap icon to the progress bar in the Training map.
  • Updated color schema of the "Like" and "Favorite" buttons on expanded Level Cards, so they are more obvious when they are active.
  • Reordered the large "Like" and "Favorite" buttons on expanded level cards, so they match the order of the small "Like" and "Favorite" icon buttons on the non-expanded level card.
  • Updated the icons for the cursor when resizing a level.
  • When using an on-screen keyboard, now only Player 1 can input stuff with their controller.
Cross-Platform

  • Updated our platform management system to allow for testers to more easily and reliably test how game features are handled on different platforms without actually needing to run a build on those platforms.
Saving

  • Updated Asynchronous save throttling to always force-save your workshop level that you are working on.
iOS

  • Updated iOS Rumpus to now check for licensing.
Fixes

Gameplay

  • Slightly tucked in the hitboxes of Fireballs, so 1x1 enemie can walk in the 1-tile gap beneath Wildfire Fireballs.
  • Fireballs on a Circular movement style but set to 0 movement were always facing to the right. Now the properly face down. (thanks to Spekio)
  • Spinning Scrubbs and Oculas no longer blow themselves up on impact with a Crombler. (thanks to Tim Conceivable)
  • Fixed an issue where Scrubbs and Oculas would respawn inside the ground after a checkpoint respawn.
  • Fixed the sizing of the Squished Ocula and Scrubb hitboxes to exactly match one another.
  • The Rebound projectile had an evenly-sized hitbox, which meant it had no central pixel. This caused slight variations in behavior depending on where in the level you fired it. This should now be fixed. (thanks to Wumpybami Rampygop)
  • Fixed issues with Scrubbs and Oculas emerging from Key Chests in the wrong size.
  • You can no longer grab a squished Scrubb or Ocula in the same frame that bounce on it, because it has been DESTROYED!
  • Fixed depth-sorting of Scrubbs and Oculas.
  • Fixed an issue with Scrubbs and Oculas not having their shrunken-ness restored at checkpoints.
  • Fixed issues with Scrubbs and Oculas vibrating super fast if they were stuck in a small area.
  • Fixed an issue where squished Scrubbs/Oculas had unusual horizontal speed changes on moving platforms and Toe Sliders.
  • If a downed Scrubb or Ocula is hit by a Bumper, it will start spinning.
  • Rebound orbs now destroy spinning Oculas/Scrubbs.
  • If an enemy got knocked back by a punch or a bomb, it would then, in most cases, begin ignoring ledges and just walk off of them. Now, the enemy will be knocked off of ledges within the first second of being impacted, but will resume its normal ledge-handling behavior after that.
  • Cromblers no longer cause Bumpers to trigger, since Cromblers are unaffected by Bumpers.
  • If you throw a Scrubb or Ocula at a Brittle Rock and an enemy emerges, the enemy won't be damaged by the thrown Scrubb/Ocula.
  • Enraged Cromblers now crush Spinning Scrubbs and Spinning Oculas.
  • When Scrubbs or Oculas are crushed by Enraged Cromblers, they do not convert to Spinning mode.
  • Scrubbs would get stuck in corners if that corner was both a cliff and a wall. This has been fixed.
  • Burny Whirlers now properly take enemy sizes into account when burning them with Wildfire.
  • Scrubb/Ocula spinners are now properly destroyed by Wildfire.
  • Wildfire no longer destroys Cromblers.
  • Fixed positioning issues with Fireballs -- they should now move in the pattern displayed in the Editor.
  • Fixed issues with Whizblades using rectangular hitboxes instead of circular ones.
  • Fixed an issue where GR-18 could be depth-sorted behind enclosures during the victory sequence.
  • Fixed an issue where Scrubbs and Oculas didn't always register as the correct enemy when they emerged from things.
  • If you restarted at a checkpoint, sometimes your active camera anchor wouldn't be properly remembered from when you touched the checkpoint. This has been fixed.
  • When a Burny Whirler is set to a swing amount of 0, its fireballs would still rotate as if they were swinging. Now they don't!
UI

  • Fixed a spacing issue caused when you have no levels in the "My Levels" section of the Marketing Department.
  • Fixed some (developer-only) text on the confirmation window for resetting campaign progress, that referred to outdated systems.
  • When you go to delist a level in the Daily Build UI, the confirmation window was underneath stuff. Now it isn't.
  • Daily Build workshop cards were sometimes displaying the wrong versions of icons for items. This should now be fixed.
  • Fixed a problem with changing between controller and mouse while scrolling on the Name Combobulator.
  • Player 2 can no longer press buttons to engage with on-screen keyboards with a controller.
  • Toggling a favorite on a level will now display the correct icon in the popup text.
  • You can no longer click on buttons in the Random section of the Tower while you are already searching for random levels.
Visuals

  • Fixed issues with Rifts not using the proper color of particles when sending things between them. Also, the particle lines now go from the center of the source Rift to the center of the destination Rift, instead of from the starting object to the destination Rift.
  • Fixed the highlighted version of the Download button on level cards to match its non-highlighted version.
Editor

  • If you placed an object that requires solids over an enclosure, the enclosure would visibly disappear and not appear to get replaced (although it definitely did). This should no longer be occurring.
  • When in "Circular" mode, fireballs would always display the "Hot Fire" sprite in the Editor even if they were Wildfire fireballs. This has been fixed.
  • Zoom level now resets when you enter a level.
  • Dragging a Toe Slider now draws the correct visuals, depending on its direction.
  • When you had a Key Chest selected, its eyes would be... just wrong. Now they are fine.
  • Fixed a crash that would occur when adding new players to the game during Editor mode.
  • When a player begins rezising a level in the Editor, other players' actions are now cancelled.
  • Updated sensitivity of resizing levels, so if you rapidly click one of the edges of your level, it won't insta-resize it.
  • Fixed a case where the wrong edges of a level were sometimes being highlighted as you resized it.
  • Fixed a single-frame cursor flash when you released the cursor while resizing a level.
Crash

  • Fixed a crash that would occur when Tiptowing as a shrub through a squished Ocula or Scrubb.
  • Fixed an issue where if you immediately exited the Email login page after sending your login information, the game could crash.
  • If you attempt to load a level that has items that are unavailble in your version of the game and somehow we don't catch that case, the game will no longer crash -- the level will simply fail to load, and you will get a popup stating that the level failed to load.
Audio

  • Enemies destroyed by Wildfire should now properly play their "Destroyed" sound.
  • Fixed some issues with Lizumis making horrible repeated screeching noises when trapped.
Web

  • Fixed some issues with caching of likes and favorites, and how those are displayed on level cards. Level cards should more accurately display your likes and favorites now.
  • The Daily Build page should no longer feature delisted levels.
  • Updated reliability of caching likes and favorites.
  • When playing a random level playlist, you should now properly see the names of the level creators, instead of their rumpus codes.
Loading

  • Fixed some issues with loading levels due to data types not being recognized in the YoYoCompiler.
Workshop

  • Fixed an issue where some of your level's metadata (such as its name) wasn't being properly updated on the server if it was a cloud level. This would cause the level's name to change when you pulled it down on another machine.
Training

  • Sacrifice the Box's jems are now all obtainable, and it should no longer be possible to sneak a rebound orb into the final portal.
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