Mondrian – Plastic Reality Patch Notes2018-11-04T11:15:00+00:00
Mondrian - Plastic Reality

Bug Fixes

  • Fixed main menu not returning to splash screen after idling
  • Fixed menu idle not fading sound properly
  • Added a check on Portal Blocks to prevent them from Phasing until the ball has finished Teleporting
  • Fixed end-of-level sound fading not working properly

Changes

  • Made some minor changes to the De Stijl color scheme background brightness
  • Changed the method for which levels detect if they have ended

Bug Fixes

  • Attempted a fix for the Scoop Paddle not moving smoothly when carrying a ball

Features

  • Halloween Levels! We’ve got a pumpkin, a bat, a witch, and a ghost. These levels are available on mod.io with a new Holiday tag. Download them and use Mondrian Maker’s Import button to add them to your game. Happy Halloween!
  • Overhauled Night Mode! Now instead of inverting everything on the screen, Night Mode replaces the game’s white gesso with black gesso. This means backgrounds get darker, making the game easier on the eyes at night while not damaging color schemes. Some elements, like text, still invert to white so they’re easier to read.
  • Massive performance improvements for lower-end systems. We were finally able to determine the cause of slowdown on integrated graphics systems (in particular AMD Ryzen 2500U APU’s, but the fix should apply to older APU’s and Intel HD as well). This fix involved removing invert shaders from background objects and applying the shader to the background layer instead. Additionally, the invert shader was also removed from Gems and they have also been moved to another game layer with the invert shader applied. This way the shader is used much more sparingly but the results are identical. A separate Gem Detector on the new Gem Layer was also required for this fix. This applies to both in-game Gems and Gem Chest Gems, and performance has benefited greatly across the board.

Changes

  • New “Loading” icon, more compatible with new night mode
  • Introduced automatic quality reduction for Block Groove when there are more than 150 blocks present and you have High Quality Groove activated. This should give a minor boost to framerate on bigger levels. This will be toggleable in a later update.

Bug Fixes

  • Fixed a bug that caused the Regular Ball to display as other ball types after bouncing off a block
  • Fixed a bug that prevented menus from opening if they’d been opened once already

Features

  • Major improvements to analogous color schemes. There are now four types of schemes – monochrome, adjacent, triad, and tetrad; with and without complimentary colors, across 12 individual primary, secondary, and tertiary colors, with a range of 128 separate brightness levels. TL;DR the game is now very pretty, and we’ve achieved color schemes previously not possible with the original analogous color code. You’re going to love it!  Original Grayscale, De Stijl, and Random color modes are also still in the game.

Changes

  • Wildcard Swirl is now always the color of the block that held the powerup
  • More Breakerball Health improvements, including increased base HP and limiting the number of events that damage the ball
  • Minor alterations to Ball and Paddle selection code
  • Minor increase to Gem Paddle growth rate
  • Altered Gem Paddle shrink rate to be based on Difficulty
  • The level will no longer end until you have collected or lost the last gem

Bug Fixes

  • Removed an outdated unlock check that was preventing most Wall Shapes from generating
  • Restored Wall Rotations
  • Fixed a bug that caused the ball to always exit from the same Portal Block when teleporting
  • Fixed a bug where Painted Blocks would not take their painted colors in the De Stijl color scheme
  • Fixed a bug that caused issues with Wildcard powerups changing the ball to a Breakerball
  • Fixed a bug that prevented the Breakerball from healing

Features

  • Added an animation when the ball exits a Portal
  • Added three new levels, “Dreamcatcher,” “The Treachery of Levels,” and “Core Breach.”
  • Added Portal Block sounds
  • Added Breakerball healing sound

Changes

  • Breakerball Health has undergone a major change! The ball’s health is no longer a static amount, but dynamically calculated based on the number of blocks in a level. This will allow both the ball’s HP and healing amount to scale appropriately depending on the size of the level. The new calculation for total health is (Number of Blocks + Number of Splitter Blocks)/3. The Breakerball will now lose 1 HP when it hits a block, but will heal an amount equal to (Number of Blocks + Number of Splitter Blocks)/8 when you hit it with the paddle.

Bug Fixes

  • Fixed a bug that prevented elements of the game from getting a color when Painted Blocks were present
  • Fixed a bug that caused the ball to get caught in Gray Blocks
  • Fixed a bug that allowed the ball to teleport out of Phased portals
  • Fixed a bug where Splitter Blocks would not take Painted Colors in the Red color scheme
  • Fixed a bug where blocks spawned from Splitter Blocks would not take painted colors in any color scheme other than Random
  • Fixed install location for the Windmill background

Features

  • Added “Block Groove Quality” toggle. Has two options, Low and High. Low eliminates all antialiasing from Block Groove animations. May improve performance on lower-end PC’s.

Bug Fixes

  • Minor fix to method of background loading, might improve framerates on APU’s

Features

  • Two new levels from our Level Builder, Anna! Piet’s Pattern and Suriname Smlash
  • The first Hale Woodruff background by our 2D Artist, Manning!
  • Slightly darkened unselected Main Menu items

Changes

  • Characters will now show their Loss pose on the Gem Chest screen if you win but have not yet collected any gems
  • Characters will now switch to their Neutral Pose if you quit to the Main Menu from the Gem Chest Screen

Bug Fixes

  • The ball should now pass through a Gray Block as it Phases in, instead of getting caught inside it
  • Splitter Blocks should now Split when Phasing in if the ball is overlapping them
  • Fixed a bug where characters would not go into their loss pose after losing a level
  • Fixed Gray, Portal, and Splitter Triangles not being positioned properly
  • Fixed more animations not restarting after returning from the Pause menu
  • Fixed Splitter Blocks not taking Painted Colors in-game

Features

  • Block Pop particle effects have returned! No longer just Hexagons, but Squares, Stars, Triangles, and Diamonds have all been implemented
  • Block Pop particles have received an antialiased makeover
  • Added healing particles to Breakerball when hit by paddle
  • Created first draft of Analogous Color Scheme. This mode selects a single color at the start and sets blocks to be shades of it and nearby secondary colors. We’ll be picking at this to get tints and saturation working as well
  • Added Custom Gem Chest compatibility. See the Extras folder for instructions
  • Added compatibility for Painted Blocks. Blocks that are painted will always come in painted, regardless of the level’s color scheme
  • Added two new Sophie backgrounds

Changes

  • Removed unlock dependencies for balls and paddles. May or may not be permanent
  • Reworked Block Pop particle system into a more lightweight form
  • Made adjustments to unselected items on the Main Menu, lowering their opacity and shrinking them by 20%
  • Made similar adjustments to menu selections on Gem Chest and Game screens

Bug Fixes

  • Fixed Wall Lock animation taking random colors when triggered by a bomb
  • Fixed Block Pop animations not restarting when returning to game from the Pause Menu

Features

  • Reorganized Main Menu slightly, added “Creations” button to link to our new mod.io page, and “Support Us” button to link to our Support Page
  • Added Selection Animations to Main Menu
  • Added “Creations” button to Main Menu, which currently links to our mod.io page

Changes

  • Changed “Start Game” to “Play Game”
  • Moved the “Maker” selection up the Main Menu to a more prominent position

Bug Fixes

  • Fixed Splitter Blocks only coming in white if no Normal blocks are present

Features

  • Added 3 new Gem Chests for Hale, Andy, and Loïs. Ability to create your own gem chests coming soon!

Changes

  • Introduced a new format for the Settings file, and separated out Game Settings and Player Stats into different files

Bug Fixes

  • Reworking the Settings file has cleared up a bug that caused the game to hang on Windows 10 and/or Ryzen processors
  • Backgrounds can now be turned off and on freely in the Main Menu
  • Fixed a bug that caused some sound effects on the Gem Chest to play at a low frequency

Features

  • Added Splitter Blocks! Splitter Blocks will divide into multiple blocks when hit: 2 on Easy, 3 on Medium, and 4 on Hard
  • Added new background art, inspired by Loïs Mailou Jones
  • Completed Feature: Added new character art for Hale Woodruff and Loïs Mailou Jones. All 20 planned character poses are now finished and in the game!
  • Included Setup file, which should help the game start for Users without write permissions enabled (but please remember to enable write permissions!)
  • Added a canvas background. Can show up anywhere but specifically created for De Stijl color scheme. More artist surface backgrounds on the way soon!
  • New Gem Chests! Chests are now directly designed based on the featured artists’ styles. The tech is already set in the backend to make them customizable, and they will be opened up by the next update.
  • Created a second layer of gems on the Gem Chest screen to help fill in gaps
  • Added an animated Shine to the Gem Chest screen, which gets brighter as you get more gems!
  • The Mod Switch for Phase Blocks now works, which means you can start blocks invisible

Changes

  • Major overhauls to every current level, adding modifiers on Medium, and Block Types and modifiers on Hard. We’ll obviously keep picking at each level individually through launch, especially as new Block Types and Modifiers get added.
  • Added shading on Portals after they’ve been used, to show Portals that are offline
  • Leaderboards now write to the Data folder

Bug Fixes

  • Fixed a bug that caused Gray Blocks and Portals to shift in the wrong direction
  • Fixed wins in a row not counting in Arcade Mode, which made the wrong character portrait come up
  • Phase Blocks are now successfully desync’d! This means you can set up Phase Blocks to any time between 1-9 seconds on Slow (Divide by 2 for Medium, Divide by 3 for Fast), and they will always blink between visible and invisible on their preset pace.
  • Fixed Game Speed settings not applying properly
  • Fixed Loss poses appearing when the Victory pose should have

Known Issue: We are aware of the game having trouble loading sounds and/or levels in Windows 10 or on certain CPU’s. We are looking into this, as well as building out a new Settings structure to help alleviate this issue. In the meantime, the setup for EX2.1 is still available, in case the update gives you trouble. Fixed as of EX3.1

Changes

  • More minor optimizations

Bug Fixes

  • Fixed a game-killing bug that prevented the game from running at playable framerates, and even hard-locking, on Ryzen systems

Features

  • Added Splash Screen loader. The first time you run the game, or new content is added to the install folder, Levels, Backgrounds, and Data copies over to your AppData\Roaming folder instead. This is the same location your custom levels will now save to. If all the same content from the install folder exists in the AppData folder, the Splash Screen jumps ahead. The initial copy currently completes its cycle in under 20 seconds on a 7200rpm Hard Drive, and we expect it to be even faster on an SSD.
  • All Data now loaded from the “AppData\Roaming\Lantana Games\Mondrian – Plastic Reality” folder. This includes default content and any custom levels (or background art!) you create or import into the game.
  • Background Art is now stored as external content and loaded at runtime instead of being baked into the game. This means you can add your own, custom backgrounds too! In a future update, we’ll be including dedicated importing via Mondrian Maker for background files. In the meantime, we’ve included a couple Photoshop files (and a transparent PNG overlay) to help you export custom backgrounds for the game. Copy these exported files into your “AppData\Roaming\Lantana Games\Mondrian – Plastic Reality\Backgrounds\[background name goes here]” folder to use them in-game.
  • Added more character art for Andy Warhol and Hale Woodruff
  • Added first three pieces of Sophie Taeuber-Arp background art

Changes

  • No, the file size is not deceiving you. WE HAVE CUT 200MB FROM THE SIZE OF THE GAME thanks to removing unused scenes in the game and background art.
  • Updated Andy Warhol’s portrait on Splash Screen intro
  • Updated Background Art On/Off functionality in Options menu to match new system
  • Disabled Background Quality functionality
  • Removed baked-in backgrounds from source code

Bug Fixes

  • Fixed Powerups sometimes being able to spawn in Testing mode

Features

  • Added Andy Warhol’s Action pose to the Main Menu
  • Added Import Button to Mondrian Maker. See Mondrian Maker Patch Notes for details.

Features

  • Added Portal Blocks. These blocks teleport the ball from one to another, random Portal. Functionality for grouping Portals will be added in a future update.

Changes

  • Deactivated Challenges as we begin to plan out a “Challenge Designer” for Mondrian Maker. This will allow level builders to change settings for Challenge variations of their levels. The game will also be able to dynamically create challenges if one has not been pre-designed.

Features

  • Added compatibility for Mod Switch settings. Now Phase Blocks can start phased out, and Shift Blocks can start at the beginning of their cycle instead of at the middle

Changes

  • Reduced the chance of a block having a powerup by 50%
  • Implemented antialiased Gray Blocks

Bug Fixes

  • Fixed a TON of bugs with Phase Blocks, including phasing syncing up between blocks, incorrect phase timing, etc.

Bug Fixes

  • Fixed blocks still popping and even activating powerups when phased out

Features

  • Included another new level, “Jacob’s Ladder.”

Changes

  • Reduced Block Shifting speeds by 50%

Bug Fixes

  • Fixed Shifting Gray Blocks not syncing with other blocks
  • Fixed an exploit that allowed Phased Out blocks to spawn gems
  • Fixed a bug that prevented Shifting Gray Blocks from moving left and right
  • Fixed a bug that prevented balls from bouncing off of Shifting Gray Blocks
  • Fixed a bug that caused the ball to bounce off of Phased Out Gray Blocks

This release introduces Block Mods, which are a brand new feature that allows you to make blocks behave in different ways per difficulty. The first two mods are Shift Blocks, which let you move blocks up, down, left, and right; and Phase Blocks, which make a block disappear and reappear. Some very Mega Man stuff! One or two more mods will be added by release, but you can set any block (yes, even Gray Blocks!) to include mods, and even layer mods on top of each other! That means you can, for instance, have shifting Gray Blocks which vanish, say, every 5 seconds. You can use mods to build gates or even entire levels hidden inside your level!

Features

  • Added Shift Blocks, which can move Left/Right or Up/Down up to distances set in Mondrian Maker
  • Added Phase Blocks, which disappear for an amount of time set in Mondrian Maker
  • Added two new songs, one Slow (Warhol style), one Medium
  • Added level “Moving Worlds” to demonstrate Block Mods

Changes

  • Reduced the chance of a block having a powerup by 50%
  • Implemented antialiased Gray Blocks

Bug Fixes

  • Fixed a bug that prevented Bombs from destroying blocks unless they spawned gems

Changes

  • Made adjustments to Explosion detector code
  • Adjusted delay on Explosion animation creating Explosion Detector by one extra frame
  • Antialiased Block Selectors

Bug Fixes

  • Fixed Checkersquare not being resized
  • Fixed no backgrounds other than the Lily loading in the Gem Chest screen
  • Attempted a fix on a bug that caused Wildcards to loop upon being hit by a bomb

This is actually a very important update for both Plastic Reality and Mondrian Maker. A serious bug was discovered that was preventing blocks from sizing properly inside levels. Because of this, and every level having been updated to reflect the bug fix, you must replace your Levels folder with the one included in the “Plastic Reality AX6 Internal.ZIP” file or all blocks will be ½ the size they are supposed to be.

Features

  • Analog Stick controls are currently disabled as development begins on the first pass of angle-based controls. The left analog stick on a controller will be able to move the paddle to specific angles, instead of just left/right moving it clockwise/counter clockwise. However, as this requires working in tandem with the Top Speed/Acceleration/Braking system, it will require some time to get right.
  • Acceleration is now cut in half upon turning. This is a VERY subtle difference, as it only lasts for one frame, however it adds greatly to control responsiveness.
  • Updates to block positioning on several levels including Fort, Metatri, and others

Changes

  • Increased Andy’s Acceleration to 4, and Braking to 2
  • Reduced Sophie’s Top Speed to 3, Acceleration to 7, and Braking to 1
  • Timed explosion collision detection to not be created until the 6th frame of the animation. This way, chains of explosions happen one at a time instead of simultaneously.
  • Added code to allow explosion sound effect to play each time an explosion in a chain goes off
  • Moved some sound effects triggers around
  • Adjusted block positioning in Metahex
  • Removed standalone version of Mondrian Maker from the ZIP to save space and since the Play button is broken in the standalone version.

Bug Fixes

  • Fixed a bug that was making Gem Shield powerups a little too common
  • Discovered an issue in that INI’s don’t like saving floating point values. This was causing scales with .5 values (12.5%, 17.5%, etc.) to load in at their floor values (12%, 17%, etc.). To circumvent this, all storedScale values are now saved at twice the block scale, and loaded in at half, in order to be sized properly. If you have any work from Mondrian Maker AX5 or before that is not included in the build’s Levels folder, press Z to double the scale of all blocks and save your work.

Features

  • Replaced old blocks with antialiased blocks (64’s only)
  • Replaced old powerup icons with new powerup icons

Changes

  • Scaled down blocks in Darthex to prevent the ball from starting inside the bottom-center block
  • Shortened time between Splash Screen fade out and Main Menu fade in

Bug Fixes

  • Attempted a fix for a longtime mysterious bug that would destroy all blocks if the game hiccups, like loses a frame due to loading, slow CPU’s, etc.
  • Fixed the Splash Screen not adjusting to user-set sound and music volume

Changes

  • Splash Screen improvements, including shortened portrait times (from 4 seconds to 3 seconds), quick fade in on game logo, fade out on music instead of hard cut, and splash screen restarting from character portraits after 30 seconds on logo. Further loops through the character portraits also still show “Press Start.”
  • Main menu now fades back to splash screen if idled for 60 seconds. Keyboard interaction, controller button presses, and mouse movement will reset the idling time.
  • Got rid of Quit menu when selecting Leaderboard in Arcade Mode

Bug Fixes

  • Fixed a bug that caused the wrong scenes to load
  • Fixed a bug that prevented the “Victory!!!” selection from appearing in Arcade Mode

Features

  • Splash Screen

Bug Fixes

  • Fixed “Stijl Life” background not resizing properly

Important patch! Mondrian Maker is now officially a part of Plastic Reality. Thanks to this, we’ll be able to push both ahead simultaneously, and quickly be able to test levels.

Features

  • Integrated Mondrian Maker and Testing Mode
  • Added Mondrian’s action pose
  • Added custom Save & Load screens to Mondrian Maker

Changes

  • The game jumps back to Mondrian Maker if playing in Testing mode
  • No gems are saved to your Gem Stacks in Testing mode

Bug Fixes

  • Fixed a bug that prevented Black & White backgrounds from loading
  • Fixed a bug that prevent the Main Street background from loading

Internal Release AX4 Patch Notes. This list also covers some previous features, changes, and bug fixes.

Features

    • The game now sets a “simulatedDifficulty” variable, which is a Random number between 0 and the current Difficulty setting, to load any variant of the selected level
  • Note: If you’d like to just test one particular level, drop all other levels in the “Inactive Levels” folder. Move them back to the “Levels” folder whenever you’d like. The game will have the functionality to do this built in at some point.
    • Five playable characters: Piet Mondrian, Sophie Taeuber-Arp, Andy Warhol, Hale Woodruff, and Lois Mailou-Jones. All Neutral character art is in. Adding Action poses, followed by Victory and Loss poses.
    • New Andy Warhol background
  • Mondrian Maker level editor. The editor allows you to mix block styles, change their scale/rotation, flip blocks to gray blocks on Easy/Medium/Hard difficulties, and test various color palettes. See Mondrian Maker Patch Notes for more details.
  • Mondrian Maker levels compatible with Mondrian – Plastic Reality
  • Tied speed, acceleration, and braking into character stats. Every character feels very different!
  • New Sidebar style menu and sub-menu. Better for organization and including many more options.
  • Added a couple Chiptune remixes of AiB soundtrack. More on the way soon!

Changes

  • Set gems to spawn at random angles
  • Reworked how backgrounds load to improve load times. Now backgrounds are separated into individual active objects instead of lumped all together in one, and are not created at runtime, but instead when called.
  • Improved response time on Pause menu
  • Updated character stats to be out of 10 instead of out of 5.
  • Improved color palettes with saturation
  • All old level loading code in the game has been disabled

Bug Fixes

  • Fixed a bug that prevented controller rumble from being turned off
  • Fixed a bug that prevented Block Groove from working properly with updated block scaling mechanics
  • Fixed a bug that caused the ball to pause on powerup animations in Challenge 3. This bug was also fixed in Abstraction in Beauty.
  • Fixed a bug that would keep the controller rumbling when the game was paused on a rumble
  • The game jumps back to Mondrian Maker if playing in Testing mode
  • No gems are saved to your Gem Stacks in Testing mode

Bug Fixes

  • Fixed a bug that prevented Black & White backgrounds from loading
  • Fixed a bug that prevent the Main Street background from loading

Bug Fixes

  • Fixed a bug that prevented levels from being deactivated
  • Fixed Save & Play fading

Features

  • Added Mini Manual page for “Sharing Your Level”
  • Added keyboard shortcuts for flipping levels Horizontally (Shift+H) and Vertically (Shift+V)

Changes

  • Updated Mini Manual “Keyboard Shortcuts” page to reflect new level flip shortcuts
  • Removed the “Coming Soon” label from “Sharing Your Level” in the Mini Manual

Features

  • Level Exporter. Under the Save menu, click the Up Arrow Button to export your level to any folder on your system. Please note that if you do not have Write Permissions enabled on this folder, the Export will fail.
  • Added “Grid Size” Tooltip

Bug Fixes

  • Fixed Menu tooltips not disappearing
  • Fixed a bug that saved Backup levels to the wrong location
  • Fixed a bug that still allowed Blocks to be dropped outside the Allowed Area on the Field

Features

  • Added buttons to flip a level Horizontally and Vertically

Changes

  • Minor adjustments to Open/Save Scrollbar

Bug Fixes

  • Fixed blocks being able to be dropped when clicking on Menu buttons
  • Fixed the ability to place blocks outside the Field

Bug Fixes

  • Fixed a bug which caused all blocks under the Paintbrush to be painted, instead of just the top one
  • Fixed a bug which caused Splitter Blocks to not reset to stored colors if they were Gray or Portal Blocks at previous difficulties
  • Fixed a bug that would cause the cursor to flip back and forth between the Arrow & Stamp when in Stamp Mode but carrying small blocks with Snap to Grid on
  • Fixed a bug where blocks would not be created with the Preset color if Shuffle was off
  • Hotfix (8/2/2018): Fixed a bug where the editor would allow you to “save” levels with invalid OS symbols (asterisks, slashes, etc.). However, levels would not save and you would lose your work. Now you will see an “Invalid Filename” error if you try to save a level with invalid symbols in the title.

Features

  • Added the Color Selector, allowing you to set RGB values to apply to your blocks for use in-game
  • Added 8 Color Swatches to go along with the Color Selector. Simply drag and drop the color from the Selector into the swatch of your choice to save for later use. These currently don’t save but they will in a future update.
  • Added a Paintbrush Tool for applying colors to blocks quickly and easily (you can also drag and drop colors onto blocks individually)
  • Added a Scraper Tool for removing applied color from a block
  • Added Eyedropper Tool to store a color from a block back into your Color Selector
  • Added a Shuffle button. This button is On by default and will randomize the colors of blocks you create. However, with Shuffle Off, blocks will be brought in with the selected RGB values applied.
  • Added Tooltips for all Painting tools
  • Added Painting Instructions page

Changes

  • Updated Instructions for Splitter Blocks to reflect the need to destroy them to beat a level

Bug Fixes

  • Fixed a bug where you’d be able to use characters other than Piet in Test mode
  • Fixed a bug where the scrollbar in the Save and Open windows would not reset properly when opening subdirectories
  • Fixed a bug that caused Folder Imports to run an overwrite check on every incoming file, even if those levels didn’t exist in your Levels Folder
  • Fixed a bug where levels would load onto a different, in-engine layer than ones created after, which should help with controller compatibility as we continue to build that out
  • Fixed a bug where the Open Level window would display the contents of the Active Levels folder while attempting to open files in the Inactive Levels folder
  • Fixed a bug that was iterating block numbers incorrectly

Features

  • Began adding controller support. Still not done, not recommended just yet.
  • Added ability to scroll backwards through grid sizes by right clicking on the grid icon

Changes

  • New design for Splitter Blocks, now that they are implemented into the game

Bug Fixes

  • Fixed blocks coming in without color data after opening another level

Bug Fixes

  • Fixed a bug that prevented the Rotate/Scale Context Menu button from getting destroyed when mousing over other context menu buttons

Features

  • Added ability to turn the background grid On and Off (now Off by default)
  • Added ability to change the size of the grid. The grid can be 10, 20, 30, or 40 pixels wide.
  • Added “Snap to Grid” function to aid in Level Building.
  • Added “Control+Enter” shortcut to Play Level
  • Added Block Types, Block Modifiers, and Keyboard Shortcuts pages to Instructions Booklet
  • Added Import Notifications for Successful and Unsuccessful level imports; as well as override checks if level already exists
  • Added Instructions pages for Keyboard Shortcuts, Block Mods, and Block Types

Changes

  • Moved Stamp cursor to top of the block you’re stamping instead of being placed at the bottom
  • Moved “Quick Tips” from front of Instructions Booklet to dedicated page
  • Disabled ability to delete levels in the game’s install folder from within Mondrian Maker

Bug Fixes

  • Fixed the Activate button saying Deactivate when viewing the Inactive Levels folder
  • Fixed Save/Load Window not showing all files in a folder
  • Fixed the inability to Activate/Deactivate multiple files in a row

Features

  • Added Import Button to Save/Load Window. This button allows you to import Level Files for Mondrian from anywhere on your system. You can use the Import Level button to import an individual level, and the Import Folder button to import an entire folder’s worth of levels.

Features

  • Added buttons for Portal and Splitter Blocks

Changes

  • Increased Initial Scale/Angle button timer from 5 frames to 7 frames

Bug Fixes

  • Fixed a bug that allowed for multiple blocks to be in Nudging mode at the same time
  • Fixed a bug that made the block highlighter not set to the right size or shape when using keyboard shortcuts

Features

  • Added Mod Switch for Phase and Shift Blocks, to change starting state.
  • Phase Blocks can now start Phased Out, thanks to the Mod Switch
  • Shift Blocks can now start at the beginning of their shift instead of the middle, thanks to the Mod Switch

Changes

  • Phasing is now saved as an RGB value to store Mod Switch value
  • Mod Switch value now stored to Shift Blocks

Introducing Block Mods! Now you can make your blocks move up, down, left, or right; and Phase in and out of existence with a really cool static effect! You can find Block Mods underneath the Trash button. Check out the new level “Moving Worlds” for some examples on how to use these new features.

Features

  • Added buttons and functionality for adding Phase and Shift mods to blocks

Changes

  • Updated gray blocks to antialiased style

Bug Fixes

  • Fixed the Flip button not working on Gray Blocks with mods attached

Features

  • Added Alignment Indicators for Horizontal and Vertical alignment

Changes

  • Updated block highlighter to antialiased style

Bug Fixes

  • Fixed a bug that prevented the block highlighter from changing graphic and angle depending on the selected block
  • Fixed a bug that would cause blocks under the cursor, while free moving a block and deleting it, to also get deleted
  • Fixed a bug that prevented erasing after free moving a block and after aligning a block

Features

  • Added keyboard shortcuts for Horizontal Center (Q), Vertical Center (W), Vertical Align (E), Horizontal Align (R), Scale/Rotate (S), and Nudge (D)
  • You can now “Stamp” multiple blocks with your current scale, angle, and shape presets.  Simply hold down Shift while placing blocks to KEEP placing blocks, and release shift when you’re done.
  • Block Selectors now rotate to match the current angle preset
  • Added a Stamp cursor for when you are stamping blocks

Changes

  • “Free Move” can now be activated by clicking and holding on a block
  • Disabled “Double Scale” control

Bug Fixes

  • Fixed some small bugs that would not unhighlight menu items if others were scrolled over

Bug Fixes

  • Fixed a bug that prevented new levels from being tested without restarting Mondrian Maker

Features

  • Added Interactive Instructions for more detailed tutorials
  • Added stars behind Difficulty settings, showing you when you’ve beat a level at a specific difficulty

This release adds the custom Save/Load Interface, as well as the ability to move levels back and forth between the Active & Inactive Folders. This is also the first version with Mondrian Maker included directly inside the Plastic Reality game itself. As such, the Play button NOW WORKS! Please keep in mind that the test button will not work in the standalone version (though I’m looking into this). For now, the Play button is disabled in the Standalone version.

Features

  • Mondrian Maker is now integrated into Plastic Reality
  • Custom Save/Load interface, allowing Mondrian Maker to be built into Plastic Reality. This is only phase 1 of this interface. It will continue to be improved over time. For now, it will only save a file with the title you typed into the Title area.
  • The Play Level button now works. When you click the button, you will be presented with the Save interface, and you will play the level at the current difficulty.
  • After playing a level, it will reload into Mondrian Maker

Changes

  • Added Charcoal texture to outer circular wall. The Charcoal interface will be making its way across the entire game very soon.
  • Implemented custom cursor shapes
  • Mondrian Maker standalone can no longer be full-screened due to the lack of a dedicated Exit button. Maximize, Minimize, and Resize buttons are now always visible instead

Bug Fixes

  • Fixed a bug that allowed block erasing with the alignment tool activated
  • Fixed a bug where the cursor would not change back to an arrow after it scrolled over the Block Maker
  • Fixed a bug where the eraser would sometimes not be usable after closing the Context Menu
  • Fixed a bug where the Save menu would not pop back up after clicking & closing the Play button

This version adds Align-To-Block Functionality. Scroll over the  “Center Horizontally” button to reveal new Align Horizontal and Align Vertical buttons. This sets the currently selected block as a Key Block, and then allows you to click any other blocks to align them with the key block. Hit escape or click on the Key Block again to end aligning.

Features

  • Horizontal and Vertical Block Aligning
  • Added Scale + Rotate designs to directional context popups
  • Added Alignment tooltips
  • Added Block Highlighter to help show which block is selected in the playfield

Changes

  • Erasing blocks now only removes one at a time
  • Slight tweak to Rotate/Scale tooltip font size
  • Slight reorganization of Center/Align Submenu to better reflect a traditional ABXY/D-Pad controller setup. This could prove to be extremely useful when controller functionality is implemented.
  • Typing focus now scrolls to the end of the line when selecting the Title and Author areas
  • Block Highlighter opacity is now cut in half when nudging a block to help with visibility

Bug Fixes

  • Fixed a bug where placing a block on top of another block would immediately cause the context menu to pop up
  • Fixed a bug where the block highlighter would not move when centering a block
  • Fixed a bug which would cause the Center/Align Submenu to become separated out if clicked before they finished moving
  • Fixed a bug that would leave submenu buttons behind when centering a block
  • Fixed tooltip not disappearing after trashing a block
  • Fixed block groove bug

Playing around with random new features!

Features

  • Added right-click to delete block function
  • You can also click and drag across blocks to delete them in one quick swipe!
  • Added an Eraser tool icon for erasing blocks

Changes

  • Plastic Reality: Reworked how backgrounds load to improve load times. Now backgrounds are separated into individual active objects instead of lumped all together in one, and are not created at runtime, but instead when called.

Bug Fixes

  • Removed the ability to erase blocks with right click when a block is selected

This release is less about changes to Mondrian Maker itself, and is more relevant to Plastic Reality, because now, at long last, Mondrian Maker levels are compatible in the game!

Features

    • New level loading code takes the Levels directory and loads up the filenames, then selects an INI based on filename, and creates blocks with all the defined qualities in that level
    • The game also sets a “simulatedDifficulty” variable, which is a Random number between 0 and the current Difficulty setting, to load any variant of the selected level
  • Note: If you’d like to just test one particular level, drop all other levels in the “Inactive Levels” folder. Move them back to the “Levels” folder whenever you’d like. The game will have the functionality to do this built in at some point.

Changes

  • All old level loading code in the game has been disabled
  • Added thicker outline around Piet Mondrian in Mondrian Maker
  • Included “Inactive Levels” folder in Mondrian Maker standalone zip

Bug Fixes

  • Fixed a bug in Mondrian Maker where the mouse pointer would be hidden on the Open and Save dialogs
  • Fixed a bug that would prevent other levels from loading after the first level

Known Issues

  • Block Groove will reset the size of all blocks to 1. Easy fix, will be incoming soon. For now, turn Block Groove off for testing.

Bug Fixes

  • Fixed a bug that would cause context menu buttons to close the context menu when they overlapped an extra big block

Features

  • Added a backend feature to load the names of all levels in the Levels directory. This will be used to create a custom Save/Load interface that will be compatible across all platforms, as well as used in-game to load the levels themselves.
  • Palette button now scrolls through in-game palettes (Random, Red, Green, Blue, Grayscale, Black). Blocks also get created in the specified palette.

Bug Fixes

  • Attempted a fix at a bug that would prevent the context menu from closing around a block

Features

  • Added Initial Angle and Initial Scale buttons next to the Block Selectors. These allow you to set a block’s scale and angle before you even plop them down on the grid! Saves a lot of time for levels that include many blocks of the same size and/or angle.
  • All original Abstraction in Beauty levels have been recreated in Mondrian Maker. These are included in the ZIP. Core Diamond and Triangle levels are on the way.

Bug Fixes

  • Made plop effect scale at start to match size of block, helping it show on full-sized blocks.

The big new feature of this release is the ability to Rotate and Scale blocks! Currently this must be done on a block by block basis, but the ability to rotate and scale blocks prior to placing them is on the way. The revamped Mondrian character art has also been implemented.

Features

  • Rotate/Scale Blocks! Click the Rotate/Scale button under Free Move. Use left/right to rotate, Up/Down to scale. Shift works on rotation to rotate by 10 degrees instead of just 1.
  • Rotate/Scale settings added to level files. Average +1kb boost in size for each level.
  • Cartoony mouse cursors
  • Custom Title/Author boxes
  • Metadiamond and some Square levels have been added to the zip as examples/templates

Bug Fixes

  • Fixed a bug where multiple blocks could be created, one on top of the other. Levels that previously had this issue will likely have to be tested and manually adjusted at some point.
  • Fixed a bug that would allow you to make a block while the Nudge menu was up. This fixes the Nudge functionality bug from AX1.

Known Issues

  • Aliasing is funky on blocks when rotating or scaling. A custom mip-mapping system will be implemented to alleviate this issue sometime in the future.
  • One box will go missing if a level is loaded directly from another level (possibly just the same level)

Features

  • Placeholder custom mouse cursors. Normally an arrow, turns to a pointer over buttons and blocks.
  • First draft of custom input fields for Level Title and Author.

Bug Fixes

  • Blocks can no longer be dropped outside the Canvas area in Free Move mode.

Features

  • When no block is selected, you can now use the arrow keys to nudge the ENTIRE LEVEL! A nudge is 1 pixel, or hold shift for a 10 pixel jump. This is very useful for if your level is going to be off-center or needs recentering after being completed.
  • Added “Metatri” as another included example level
  • Added a “Levels” on Google Drive for everyone to upload their works

Bug Fixes

  • Fixed a bug where the Nudge or Vertical Align Secondary Context Menus would appear if you scrolled over the Free Move or Horizontal Align buttons while they were disappearing
  • Fixed a bug where the Flip button did not appear Gray on Relaxing Difficulty

Metahex

  • Fixed duplicate blocks, reworked difficulties.

Features

  • Added in “Metahex,” “Metasquare,” and “Metastar” levels as example levels. Feel free to use these as templates! Click the Difficulty button to see Gray square locations on Easy, Medium, and Hard.

Bug Fixes

  • Fixed a bug where Opening a level would not clear a previously opened level
  • Fixed the bug where Saving would write a “Block0”

The big major fixed feature this time around – SAVING AND LOADING WORKS!!! You can save your levels and load them back up for future editing. With this issue out of the way, we can get back to adding more features to the editor like improved UI, specific in-game color palettes, different background images, custom cursors, keyboard/controller functionality, music/sound, and some other neat effects.

In-game testing for levels will be arriving at some point by the Fall.

Features

  • Added “Level Author” edit box
  • Improved Save loop
    • First, ALL blocks get deleted from the level file.
    • Then, all blocks on the canvas get saved
    • Doing it this way means Makers can freely add AND delete blocks without any errors or inconsistencies appearing when Opening a level
  • Open level functionality
    • Loads block position, gray settings, and block shape for each type

Known Issues

  • Saving is funky if you delete blocks before saving. Avoid deleting blocks before saving, for now.
  • Nudge functionality may not turn off properly (hit New Level and reload if this happens for now)
  • Two Blocks may sometimes double up in same position
  • Level file saves a “Block0” but this has no effect on loading the level
  • Flip to Gray icon appears active on Relaxing
  • No testing function
  • No sharing function

This is an internal, rudimentary release of Mondrian Maker. This release is NOT intended for public distribution! You can save your work, but loading is not yet available. However, any work you do in this version of Mondrian Maker will be loadable in the next release!!! This version is mainly for playing around and testing the interface.

Features

  • Click a block shape to snap a block to your cursor. Click on the canvas to drop it down.
  • Hold your mouse over the block shape in the menu to select between 5 different block shapes
  • Name & Save your level for future use
  • Randomize colors of blocks
  • Increase level difficulty to change blocks to grays
  • Click a block to bring up/close context menu
    • Free move (snap to mouse)
    • Nudge move (one pixel at a time(
      • Shift + Nudge = 10 pixels at  a time
    • Center Horizontally
      • Mouse over to Center Vertically
    • Flip to Gray (Easy, Medium, and Hard only)
    • Trash Block
  • Handy Instructions + Tooltips on righthand side

Known Issues

  • Flip to Gray icon appears active on Relaxing
  • No testing function
  • No sharing function

Incoming Features

  • Rotate Block context menu button
  • Scale Block context menu button