Features
- Users can now skip cutscenes with any key press, mouse click, or controller button.
Changes
- Fixed a long-standing typo in Adventure Mode.
Bug Fixes
- Fixed Gem Shields not spawning in their respective tutorial level in Adventure Mode.
Features
- Museum: Added new Spotlight Cosmetics.
- Makersmas: Menorah, Snowman, Polar Bear, Yeti, Tower of Presents, Frozen Fountain
- Museum: Added the last year’s-worth of cosmetics to the Gift Tree for Makersmas.
Changes
- Museum: Updated the look of the Nutcracker spotlight artwork
Features
- Museum: Added new Spotlight Cosmetics.
- Art Hallow’s Eve: Gargoyle, Scarecrow, Grim Reaper, Witch, Pile of Skulls, Fat Bat, Headless Horseman, Black Cat, Vampiric Fountain, The Monster, Werewolf, and Mr. Bones.
- Museum: Added new Construction Cosmetics.
- Walls: Strand Board Wall.
- Ceilings: Strand Board Ceiling.
- Game: Added “A Master Trickster” Achievement to Steam version. Survive 10 rounds of Tricks in Spooky Gem Hunt mode to get it!
Changes
- Menu: Adjusted the gray value for Art Hallow’s Eve Razer™ Chroma RGB lighting.
Features
- Museum: Added new Spotlight Cosmetics
- Porcelain: Angel, Sea Siren, Antonin the Dragon, Horse, Tortoise, and Elephant.
- World: Anubis, Seated Monkey, Ocelot Cuauhxicalli, Resting Goat, Ocelot Warrior, Ganesh.
- Plantlife: Areca Palm, Cristina’s Sunflowers, Rose Bush, Maidenhair Fern, Purple Orchid, Fig Tree.
- Retro Tech: Red Phone, Typewriter, Gamething 2000, Gramophone, Daguerreotype, and Dorm TV.
- Museum: The “Black Ornate” Wallpaper is now just “Ornate” Wallpaper and is fully paintable! If you had the Black Ornate wallpaper on already, it will still load just as it was.
- Museum: Added “Oriented Strand Board” floor
- Museum: Added the “Rijksmuseum Collection,” including a very fancy Wall, Floor, Columns, and Ceiling.
Changes
- Menu: Exiting the Free Admission version of the game will no longer take you to the Steam page.
- Museum: Made a quality improvement to the Ornate wallpaper.
Bug Fixes
- Museum: Fixed a bug that would close the Inventory Window when Piet stepped slightly outside the edge of the room.
Features
- Main Menu: Added a function for Installing Owned DLC (under Options).
Changes
- Main Menu: Updated the look, size, and style of all Quick Play graphics
- Main Menu: Made some minor optimizations to the Main Menu
Features
- Global: Backend engine updated to Version 294.14
Changes
- Gem Chest: Centered Leaderboard event messages and made them fade out after a couple seconds
- Game: Added extra checks for Adventure Mode to specify wall shapes and rotations for the first few levels
- Game: Increased chance of Powerups in Adventure Mode
Bug Fixes
- Gem Chest: Fixed an issue with the Leaderboard event message font size
- Game: Fixed the infinite controller rumble issue with Wall Locks
- Museum: Fixed Spotlight Artwork inventory not displaying when Pedestals were clicked
Changes
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Main Menu: Set some more font sizes of Options and Tooltips to 16px
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Museum: Changed the method by which your Gem Count is displayed in the Inventory Window
Bug Fixes
-
Main Menu: Added a check to reset the current round number to 0 when the Main Menu loads
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Gem Chest: Fixed Option background line not scrolling out from edge in Gem Hunt mode
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Gem Chest: Fixed Options cursor being improperly aligned for the “Double or Nothing” selection in Gem Hunt mode
-
Game: Fixed a bug where losing a round with Splitter Blocks left – but no Regular Blocks left – would stop progression
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Museum: Fixed pricing lines appearing in the Cosmetic Painting inventory window
Features
- Global: Backend engine updated to Version 294.10.
- Global: Updated the “Take a Spin” Achievement description to include Time Attack and Sudden Death.
- Global: Added network checks for the Makersmas Community Gem Pool score.
- Main Menu: Added new snowflake particles for the upcoming Makersmas event.
- Museum: Added new Spotlight Artworks across multiple packs:
- Plastic: Added six new pieces, including a dinosaur (Reginald), Spiral Staircase, Horse Head, Escher’s Cat Tree, Comedy & Tragedy, and a Parrot.
- World: The World pack introduces world-history inspired Spotlight Artworks. These currently include a Sarcophagus, a Sphinx, a Greek Philosopher bust, a Roman Patrician bust, a Buddha statue, and a Xiuhtecuhtli statue.
- Plantlife: The Plantlife pack lets you add various flowers and bushes to your Museum, much to Piet’s dismay. The pack includes twelve artworks, with multiple variations of Bonsai Trees, Succulents, Flowers, and Ferns.
- Makersmas: Added six new Spotlights, including Candles, Nutcracker, Snowglobe, Gnome, Teddy Bear, and Gingerbread House.
Changes
- Gem Chest: Updated functionality to support Makersmas bonuses.
- Museum: Updated functionality to support Makersmas bonuses from the Gem Tree.
- Museum: Changed the name of the “Makersmas 2020” pack to just “Makersmas”
Bug Fixes
- Main Menu: Fixed scroll sound effect not playing in sub-menus
Features
- Museum: Added Difficulty tooltips to the level selection lightboxes
Changes
- Main Menu: Updated Difficulty tooltips to be more descriptive
Features
- Global: The Loading glyph is now animated!
- Splash Screen: Added Loading glyph when starting the game and going to the Main Menu.
- Game: Added Loading glyph when leaving the Game scene.
- Museum: You will notice some icons in the Construction menu now feature paint splatter icons in the corner. This means these items can be painted! When you select them, you’ll then be prompted to select any of 18 colors (6 shades of gray and 12 primaries). After construction, these items will be painted in the color you selected. Painted Cosmetics are currently available for the Drywall and Painted Brick walls. This feature will be coming to even more cosmetics in the near future.
- Museum: Added new Hangar cosmetics for Art Hallow’s Eve. These are homages to a level of the same name from the grandfather of spooky games. They include a new Wall, Floor, Columns, and TWO ceilings!
Changes
- Global: Adjusted version numbers for all historical and future versions of the game from 1.0 onward. The first number will now refer to a Season, the second a Movement (as denoted in Steam Workshop tags), and the third a minor update within a Movement.
- Main Menu: Increased font size on tooltips to improve readability on Steam Deck
- Game: There is now a quarter-second delay when a level ends to finish the fade-out. This helps smooth out the experience on Steam Decks in particular.
- Gem Chest: Point counter sound effects will no longer play before the fade-in has completed
- Gem Chest: Added a slight visual and audio fade-in for the point counter
- Gem Chest: The “Loading” glyph will now properly display in the lower-right hand corner when entering and exiting the screen
Bug Fixes
- Splash Screen: Fixed a bug which prevented Data files from copying over correctly.
- Game: Fixed Bonus Banners not finishing their scale-out animation.
- Museum: Fixed the mouse cursor flickering when controllers are attached.
- Museum: Fixed inventory items not displaying names or prices while using a controller.
- Studio: Fixed Gesso color not loading as black when opening Mondrian Studio in Night Mode
- Steam: Fixed a bug which caused the “You Dig on Multiverses” achievement to unlock too easily. If you already unlocked it, congratulations!
Changes
- Game: Reincreased Wall Lock time by 50% on ball hits
Bug Fixes
- Game: Fixed Endless, Gem Hunt, and Arcade modes not transitioning to the Gem ChestGrey.”
Changes
- Game: Reincreased Wall Lock time by 50% on ball hits
Bug Fixes
- Game: Fixed Endless, Gem Hunt, and Arcade modes not transitioning to the Gem Chest
Features
- Game: Added “Sudden Death” Quick Play Mode! In this mode, the Wall is missing, and you’re scored based on the number of Levels you survive. New Local and Steam Leaderboards have been added for each Difficulty in this mode, as well as 7 new achievements:
- Survivalist Apprentice: Survive for 5 Rounds on Sudden Death
- Survivalist Professional: Survive for 10 Rounds on Sudden Death
- Survivalist Artisan: Survive for 20 Rounds on Sudden Death
- Endurance Wizard, Relaxing: Get a Top 10 High Score on Sudden Death Relaxing
- Endurance Wizard, Easy: Get a Top 10 High Score on Sudden Death Easy
- Endurance Wizard, Medium: Get a Top 10 High Score on Sudden Death Medium
- Endurance Wizard, Hard: Get a Top 10 High Score on Sudden Death Hard
Changes
- Game: Cut default Wall Lock time in half. This means hitting a Wall Lock will now add 3 seconds of Lock Time on Fast, 4.5 seconds of Lock Time on Medium, and 9 seconds of Lock Time on Slow.
- Game: Cut bombed Wall Lock time by 75%. This means bombs hitting Wall Locks with explosions will now add 1.5 seconds of Lock Time on Fast, 2.75 seconds of Lock Time on Medium, and 4.5 seconds of Lock Time on Slow.
- Gem Chest: Optimized various functions
Bug Fixes
- Game: Fixed a bug that would cause Phase Block Hit and Shifting Block Hit achievement stats to add up too quickly.
- Studio: Fixed Background Color resetting when switching from the Color Palette tab to the Visual Effects tab after a color refill.
- Studio: Fixed Grayscale versions of backgrounds not initially loading if spelled “Grey.”
Changes
- Game: Made a minor change to Bomb Chain behavior. Now instead of the chain going off all at once, blocks will pop in sequence based on their distance to the center of the explosion. This has both optimization and gameplay benefits. With less happening at once, Bomb Chains are less likely to slow down the game. With Gems now also coming out in sequence rather than all at once, this makes grabbing the rewards from Bomb Chains much easier!
- Game: Added a limiter to block pops, which prevents too many particles from spawning at once.
- Game: Reduced antialiasing quality on Gems when more than 20 are visible on screen.
- Game: Adjusted animation speeds on Block Pops.
- Game: Darkened the limiter in Time Attack mode.
- Studio: You can now use the suffix “Gray” or “Grey” in the Grayscale version of your backgrounds.
Changes
- Game: Added a small limiter in Time Attack mode which prevents you from overflowing the timer. When the timer darkens, Gems will not add to the max time, however the timer will brighten back up after 2 seconds on Slow Game Speed, 1 second on Middle, and ⅔ of a second on Fast.
Bug Fixes
- Studio: Fixed a bug that prevented sliders from moving fast keyboard directions were held down
- Studio: Fixed Masking setting the background to the wrong colors when Frame or Primary Colors were used for the Negative Color
Bug Fixes
- Game: Fixed the screen fade being in front of characters during story dialogue
- Museum: Fixed levels being unable to load after talking to Sophie
- Museum: Fixed the ending cutscene not playing after finishing Level 10
Features
- Main Menu: Added directional keyboard controls (A/D + Up/Down) for Exit popup
Changes
- Main Menu: Removed tooltip text from Exit popup
Bug Fixes
- Main Menu: Fixed D-Pad scrolling on Main Menu
- Main Menu: Fixed a bug that would freeze the game on attempting to download Workshop items when Steam was connected but WiFi was not
- Main Menu: Fixed cursor style behavior on Exit popup
Features
- Museum: Added Tall, Medium, and Short Cylinder Pedestals. These come in White Laminate, Black Laminate, Golden Oak, and Dark Cherry variants as usual.
Bug Fixes
- Main Menu: Fixed the sub menu sometimes popping out blank when selecting Quick Play
- Studio: Fixed the Background Color not fading when switching the Night Mode toggle under Visual Effects
Bug Fixes
- Maker: Fixed “Filename Not Valid” error notification not appearing when saving a level with an invalid title
Features
- Global: Live Events are now activated outside of game updates. This means you will no longer have to download a patch when any event goes live or ends. You will, however, need to be connected to the internet when the game starts to be able to access some live event features, such as Gala Contest uploads. Some events like Makersmas and Art Hallow’s Eve will still require a patch download for new content.
- Menu: Added Steam Deck controller layout
- Menu: Added controller names to the Input Selector (Colors, Shapes, Silver, Retro, and Modern)
- Game: Added Steam Deck control guide to Pause menu
- Studio: Added Q and E as tab selection controls
Changes
- Menu: Increased font size of Controller Input instructions
- Game: You can no longer bring the Pause menu up while story is typing out in Adventure Mode
- Story: Fixed incorrect wording in the Level 2 tutorial
- Studio: Improved touchscreen functionality for sliders and buttons
- Studio: When Masking is set to On, the Negative and Canvas colors will now always switch to Black or White
Bug Fixes
- Game: More fixes for the touchscreen pause button
- Game: Fixed keyboard controls not appearing in the story dialogue box in Adventure Mode when starting a level if you were, in fact, using keyboard/mouse controls
- Studio: Fixed corner logos being behind the negative space in Full Window captures
- Studio: Fixed keyboard and controller not being able to scroll to Canvas Fill in the Background Canvas tab
Bug Fixes
- Game: Fixed too many wins in a row getting added after completing a level
- Gem Chest: Fixed a bug that would cause the game to crash when unlocking the Arcade or Time Attack Top 10 Achievements
- Museum: Fixed a bug that caused control icons to stay hovering over paintings when you walked by them
Features
- Global: Introducing “Free Admission!” This is the official demo version of Mondrian – Plastic Reality. It comes with 10 levels, 6 backgrounds, 2 playable characters, 2 game modes (Endless and Testing), ½ the regular game soundtrack, Mondrian Maker (without the ability to Open levels), and Mondrian Studio (with a watermark across your thumbnails and corner logos forced on). This version of the game is completely free, so if you’ve ever wanted to make a Mondrian of your own but haven’t been able to afford to do so, now is your chance! You can even submit Gala entries for a chance at winning keys to the full version of the game.
- Game: Introducing “Time Attack Mode!” You have one minute to survive. Grabbing Gems adds to your time. Losing your ball costs you precious seconds based on your selected Game Speed, Difficulty, and the number of levels you’ve completed so far. Survive for as long as you can to reach the top of the Leaderboard. Your score is based on how long you survive, not the number of Gems you collect, but your collected Gems can still be used to purchase new decorations in your Museum!
- Game: Added 42 new Achievements:
-
-
- Brickbreaker Apprentice: Break 100 Blocks
- Brickbreaker Professional: Break 500 Blocks
- Brickbreaker Artisan: Break 2500 Blocks
- Demolitions Apprentice: Detonate 100 Bombs
- Demolitions Professional: Detonate 1000 Bombs
- Demolitions Artisan: Detonate 10000 Bombs
- Locksmith Apprentice: Lock the Wall 100 Times
- Locksmith Professional: Lock the Wall 1000 Times
- Locksmith Artisan: Lock the Wall 10000 Times
- Cardshark Apprentice: Trigger 100 Wildcards
- Cardshark Professional: Trigger 1000 Wildcards
- Cardshark Artisan: Trigger 10000 Wildcards
- Phalanx Apprentice: Raise 100 Gem Shields
- Phalanx Professional: Raise 1000 Gem Shields
- Phalanx Artisan: Raise 10000 Gem Shields
- Jeweler Apprentice: Catch 1000 Gems
- Jeweler Professional: Catch 10000 Gems
- Jeweler Artisan: Catch 100000 Gems
- Arcade Wizard Relaxing: Get a Top 10 High Score on Arcade Relaxing
- Arcade Wizard Easy: Get a Top 10 High Score on Arcade Easy
- Arcade Wizard Medium: Get a Top 10 High Score on Arcade Medium
- Arcade Wizard Hard: Get a Top 10 High Score on Arcade Hard
- I’ve Got All Day: Reach a 50 Level Win-Streak in Endless
- Watchmaker Apprentice: Survive for 5 Minutes on Time Attack Mode (any Difficulty)
- Watchmaker Professional: Survive for 15 Minutes on Time Attack Mode (any Difficulty)
- Watchmaker Artisan: Survive for 60 Minutes on Time Attack Mode (any Difficulty)
- Big Gem Hunter: Catch 1,000,000 Gems in a single playthrough of Gem Hunt
- Seeking Glory: Submit a Level as a Gala Entry
- Patron of the Arts: Subscribe to a Level on Steam Workshop and download it from the game
- Chrono Wizard Relaxing: Get a Top 10 High Score on Relaxing Time Attack
- Chrono Wizard Easy: Get a Top 10 High Score on Easy Time Attack
- Chrono Wizard Medium: Get a Top 10 High Score on Medium Time Attack
- Chrono Wizard Hard: Get a Top 10 High Score on Hard Time Attack
- Dodge This: Break 50 Shifting Blocks
- You Dig On Multiverses: Break 50 Phasing Blocks
- In the Name of Self Defense: Destroy 300 Blocks with Explosions
- General Middlebrow Taste: Break 100 Blocks with the Regular Ball
- I Saw a Saw Saw Salsa: Break 100 Blocks with the Breakerball
- The Speeeed: Break 100 Blocks with the Speedball
- Arcade Survivor Apprentice: Beat Arcade Mode without Restoring your Lives
- Arcade Survivor Professional: Beat Arcade Mode without Losing more than 1 Life
- Arcade Survivor Artisan: Beat Arcade Mode without Losing a Single Life
- Dodge This: Break 50 Shifting Blocks
- You Dig On Multiverses: Break 50 Phasing Blocks
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- Gem Chest: Updates for Time Attack mode, including new messages and menu selections
- Main Menu: Added selection and new key art under “Quick Play” for “Time Attack” mode
- Leaderboard: Added Time Attack Relaxing, Easy, Medium, and Hard local leaderboards
Changes
- Game: Moved Touchscreen Pause button to the upper-left hand corner to make room for the Time Attack game clock
- Gem Chest: Optimized code for menu selection and nickname entry
- Leaderboard: Redesigned the Leaderboard screen to reflect the game’s UI style more closely
- Studio: The Pause screen will no longer appear when you Alt-Tab out of the game
Bug Fixes
- Menu: Fixed a bug that would crash the menu if the current Live Event was set incorrectly
- Game: Potential fix for the ball getting stuck in a just-phased-in block
- Game: Cut the number of particles spawned from Bomb Chains in half to increase performance
- Game: Fixed round tracking adding up on a loop at the end of a level
- Game: Fixed a bug where ball trails would continue to generate after the Breakerball was destroyed
- Studio: Fixed logos in the bottom-left-hand corner temporarily going invisible when Saving or Copying a thumbnail
- Studio: Fixed the Gallery Frame sometimes not holding its starting RGB value when changing tabs
Features
- Studio: Added a “Negative Color” function under the Custom Framing tab, which lets you set the color Negative Space outside the frame. You can choose between the day/night mode Gesso Color, the current Frame Color, or the current Primary Color.
- Studio: Added a “Transparency” slider under the “Background Canvas” tab, which lets you control the transparency strength of background images. Default is 50%.
- Studio: Added a “Canvas Fill” slider under the “Background Canvas” tab, which lets you control the color behind the background image. You can choose between the day/night mode Gesso color, the current Frame color, or the Primary Color.
Changes
- Global: Ended the “Makersmas” event
- Global: Updated core game engine to the latest version, which may result in slightly improved text rendering
- Studio: Reworked Snapshot Capture to be based on screen width/height percentage, rather than the pixel position of the Gallery Frame. This has fixed the issue of captures being cropped awkwardly at resolutions other than 1080p.
- Studio: Limited functionality across the Custom Framing, Color Palette, and Background Canvas tabs when in Mask mode to only the options that will not interfere with masking
Bug Fixes
- Game: Fixed story and tutorial dialogue loading from campaign progress, rather than the selected level
- Museum: Fixed story levels unlocking by continuously beating previously completed levels
- Studio: Fixed a bug where 4 image selection arrows would be created in the Background Canvas tab rather than 2
- Studio: Fixed one-color background images resetting to the Primary Color when selecting the Background Canvas tab under the Random color harmony
- Studio: Fixed thumbnail images exporting in an awkwardly cropped state with black borders when saving or copying an image at screen resolutions other than 1080p
Changes
- Main Menu: Increased the number of snow particles
- Main Menu: Added other snow particle designs into the mix (made in Mondrian Maker!)
Bug Fixes
- Museum: Fixed gifted Construction coupons not being spent when selected. Each item’s pricing will now return to normal when you have none of that item left.
Features
- Global: Activated the Makersmas event! This means snow, as well as a general Bluish color harmony, on the Main Menu, and the return of the Makersmas Trees in the Museum. The Green Tree gives you free Cosmetics, and the Red Tree gives you a random number of Gems. Grab your daily gifts to help you build out your space, and snag the limited-time Makersmas Riches, Goodies, and Avarice Achievements. Makersmas runs through January 1, 2022.
- Museum: Added the Icy Cosmetic pack for Makersmas
- Wall: Ice Castle
- Floor: Frosted Metal
- Ceiling: Vaulted Igloo
- Baseboard: Frosted Victorian
- Column: Ice Pillar
- Museum: Added cosmetics from the last year to the gift pool in the Green Tree
- Studio: Added a “Mask” slider to the VFX tab. This slider displays your creation in strict Black & White (switch on Night Mode for an inverted version). By pressing the Copy to Clipboard button, you can then quickly paste it into the graphics editor of your choice and use these masks to create transparent images out of your creations! Check out our Masking Guide for more details.
Changes
- Studio: Backgrounds can now be toggled back on if they are turned off under Options > Audio/Video
- Steam: Removed the“Gallery Mode” Guide tag
Bug Fixes
- Main Menu: Fixed Backgrounds showing if Backgrounds are turned off under Options > Audio/Video
- Main Menu: Toggling Backgrounds On and Off will now toggle the background on and off in the Menu itself
- Main Menu: Made a small fix to controller movement
- Main Menu: Fixed “Razer Chroma RGB” being selected when the mouse cursor is over Film Grain under Options > Special Effects
- Gem Chest: Fixed Backgrounds showing if Backgrounds are turned off under Options > Audio/Video
- Leaderboard: Fixed Backgrounds showing if Backgrounds are turned off under Options > Audio/Video
Known Issues
- Construction Presents from the Green Tree (Walls, Floors, Columns, Ceilings, and Billboards) are saving correctly, but coupons are not being spent correctly. This means that gifted Construction items will be infinite… temporarily. Good luck, have fun!
Features
- Museum: Added new cosmetics:
- Walls: Barn Wall, Craquelure
- Floors: Red and Grey Buffalo Plaid carpet
- Ceilings: Speckled Ceiling
- Columns: Corner Tables
Changes
- Global: Ended the “Art Hallow’s Eve” event. Big thanks to everyone who submitted a Pumpkin to our inaugural Pumpkin Carving Contest!
Bug Fixes
- Game: Fixed chunked background images not loading beyond the first row in 720p screen resolution
- Studio: Fixed Chunked background images not loading when starting with a Fullscreen background image, and vice versa
Features
- Museum: Added 2 new cosmetics for Art Hallow’s Eve, including the “Wheat Fields” wallpaper, “Warped Wood” floors, and “Haunted Columns”
- Museum: Added functionality for scrolling through inventory with Controller Bumpers
- Museum: Added functionality for opening Construction menu with a Controller (press Start button)
- Museum: Added functionality for placing Spotlight Artpieces on pedestals with a Controller
- Museum: Added Analog Stick compatibility to inventory screen selections
- Museum: Added functionality for returning to Main Menu (press Select button)
Changes
- Museum: The Construction icon will stay Red, Blue, and Yellow when the inventory window is open
- Museum: The Inventory window will always highlight the first item when opened and when changing pages
Bug Fixes
- Studio: Fixed the game crashing when initially loading up a Fullscreen Background
- Museum: Fixed Pedestals not being marked as “Taken” if they have a Spotlight Artwork when loading the room
Changes
- Altered the method by which Gems are destroyed when they leave the level
Bug Fixes
- Splash Screen: Fixed the Splash Screen being silent after the game restarts in the Main Menu
- Museum: Fixed the Museum construction fade being White in Night Mode
- Game: Fixed the Scoop Paddle being unable to grab the ball after it had teleporter
Features
- Main Menu: Background colors will now harmonize to match Galas
- Main Menu: Leaf particles will be blowing around for the month of October
Bug Fixes
- Menu: Fixed the Adventure mode sub-menu not being able to return to the Main Menu when New Adventure was highlighted
- Studio: Fixed the Copy/Saved text not appearing when in the game is in Night Mode but the Visual Effects slider is set to Day Mode
Features
- All: Added support for full background art images (1920×1080). Use of background chunks is also still supported. To add your own backgrounds, go to Options > Browse Local Content. Go to the game’s Backgrounds folder and create a folder named for your background (ex: photograph). Paste two versions of your background image in this folder: a full color one (photograph.jpg) and an inverted grayscale one (photographGray.jpg). We recommended inverting the image so it remains properly shaded in-game.
- Game: Added different prompts to the Pause menu depending on game mode
- Game: Added some functionality to veer the ball in toward blocks when there are fewer than 10 Regular blocks left in a level. The maximum distance at which the ball can veer toward a block is determined by difficulty. This also only applies to Regular blocks. Splitters, Teleporters, and Grays are not affected by this system.
- Museum: Added Column, Baseboard, and Ceiling decorations. With nearly 40 new decorations in total, there are now over 6 billion (with a B!!!) possible Museum spaces you can build. Mix and match to build your space!
Changes
- Main Menu: The “Exit Game” button now starts highlighted when quitting
- Main Menu: Added an in-game adjustment for changing Game Speed, rather than just saving the value to the settings file
- Game: Added overrides to keep Adventure Mode levels in Analogous Color Schemes (meaning anything but De Stijl and Grayscale, at least for Episode 1)
- Game: Tied Wildcard swirl and fade to Gamespeed value
- Game: Doubled the number of animation frames and added a slight fade-out to block pops
- Game: If Block Groove is on, levels will still switch off Block Groove automatically if there are more than 200 blocks present (previously 150). However, when there are fewer than 200 blocks, Block Groove will switch back on. Control over this will be even more granular in an upcoming update.
- Museum: Increased inventory size from 3×6 to 4×6
- Museum: Updated rendering for Heavy Boards and Diamond Metal floor
- Gem Chest: Reworked interstitial messages
Bug Fixes
- All: Fixed the cursor in the Pause Menu ending up behind Studio objects, particularly the Gallery Frame & negative space
- All: Fixed and eliminated all the quick flashes of white in Night Mode when changing scenes
- Splash Screen: Fixed Splash Screen not appearing in Night Mode
- Main Menu: Fixed rough-ish fade in
- Main Menu: Fixed Splash Idling not counting time when Controllers are not attached
- Game: Fixed the ball, wall, and paddle being low-contrast grays in Grayscale color harmonies
- Game: Fixed being able to Pause the game before the “Ready” animation has finished
- Game: Fixed Bomb sound effects sometimes not playing
- Game: Reset Ball Speed to Default when a Wildcard is hit when the Ball is caught in the Scoop Paddle
- Game: Fixed balls other than the Speedball gaining speed when Bombs were hit
- Game: Fixed Speedballs gaining speed from too few block hits
- Game: Attempted a fix for the paddle getting stuck on the ball when the ball was paused and hitting the paddle side detectors at the same time
- Game: Fixed a bug where the blocks created from Splitters would move at a constant speed, rather than being tied to Gamespeed. This caused blocks to split too far away on Slow, and not far enough away on Fast.
- Game: Fixed ball trails not being destroyed when faded out
- Game: Fixed the Scoop Paddle being able to catch the ball when teleporting
- Studio: Fixed Save/Copy prompts being black when starting Mondrian Studio in Night Mode
- Gem Chest: Fixed characters sliding in-front of options prompts
- Museum: Fixed background colors in Inventory window getting stuck between pages. We have instead opted for all Gray backgrounds in the cells instead. The header and footer still randomize between red, yellow, and blue!
- Museum: Fixed Inventory Window sound effects
- Museum: Fixed a bug where the “character” value would not reset when entering the Museum after playing as a character other than Piet in any Quick Play mode
Features
- Game: Introducing Mondrian Studio, accessible by hitting Save & Exhibit in Mondrian Maker. This toolset replaces Gallery Mode and gives you some sliders to adjust the frame size, crop, background, level colors, and more. It can also be used to quickly save JPG thumbnails with the right name and in the right directory to upload your creations to Steam Workshop!
- Custom Framing: This tab gives you Sliders to access Crop Marks, Negative Space, Frame Ratio, and Frame Rotation
- Color Palette: This tab lets you choose between the 12 primary colors, 10 analogous color scheme styles, scheme widths in 30° increments, and min and max brightness between 0% and 100%. Note that these changes do not happen in real time and you’ll need to click the Fill Button to change your creation’s color scheme.
- Background Canvas: This tab lets you choose a background image, switch between Full Color, One Color, and Black & White variants, or switch the background off and on entirely. Note that One Color variants will take the Primary Color from the Color Palette tab.
- Visual Effects: This tab lets you toggle the game’s various visual effects, including CRT Monitor, Film Grain, and Night Mode.
- Snapshot Capture: Finally, the piece de resistance. The Snapshot Capture tab lets you save images of your creation based on the setup you’ve created in Gallery Mode. Capture Size lets you choose the size of the image, including the full Frame, Interior only, Frame + Crops, or the Full Window. You can also add various Mondrian and Lantana Games logos to the corners if you like. Use the Save function to save a properly named Thumbnail where the game needs it to upload your creation to Steam Workshop, or the Copy function to paste it directly into a chat, onto a social media post, or into external graphics editing software.
- Game: Added 3 new Achievements
- Museum: Added Porcelain Collection. This adds six new artpieces that can be placed on pedestals.
- Museum: Filled in some missing sound effects
- Museum: Added Over and Down states to inventory arrows
Changes
- Main Menu: Added version number to lower-left hand corner
- Game: Added a Scheme Width value to level color generation to help make adjacent color scheme values more accessible via the GUI
- Game: Reworked color generation to be more compatible with new Mondrian Studio controls
- Game: Tied Grayscale to Min and Max brightness values
- Game: Optimized and cleaned up code of Pause menu
- Game: Reordered Tetrad scheme widths to match Mondrian Studio’s color harmony slider. This has no effect in-game.
- Game: Remade control maps in Pause Menu to match the game’s UI more and include Mondrian Studio controls
Bug Fixes
- Game: Fixed a bug that prevented Grayscale, De Stijl, and Random color schemes from generating in-game
- Game: Fixed the possibility of a background image not loading when Backgrounds were still turned on
- Game: Fixed Triad 2 color 3 not generating on paddle, ball, or wall objects
- Museum: Fixed Y-Positioning on Tall Tapered Mahogany pedestals
- Museum: Fixed rendering on Chevron Wood floor
Changes
- Main Menu: Turned off the snow
- Museum: Took down the Makersmas decorations. Thank you all for a wonderful, artsy Holiday celebration! We’ll absolutely be doing some other events like this during the year and of course Makersmas 2021 will be even better
Bug Fixes
- Main Menu: Levels you’ve already downloaded & are in your Levels or Inactive Levels folder will no longer re-download
- Museum: Fixed the cursor staying as a hand outside of the Difficulty selection buttons in Lightbox galleries
Features
- Overall: Updated to latest Steamworks API
- Main Menu: Added text to Workshop notifications for both confirmations and errors on Subscription downloads
Changes
- Museum: Rebalanced Gem RNG to make 1000 a bit less common, and 500 and 2000 a bit more common
Bug Fixes
- Main Menu: Fixed Workshop Subscriptions not downloading. Get to makin’ stuff!
- Museum: Fixed artpieces spawning behind paintings
- Museum: Moved prize sound effects onto different channels to fix interruptions
- Museum: Improved lightbox load times
Features
- Merry Makersmas! For our first ever Creators Holiday, we’ve added some special trees to the Museum. Both trees will let you open daily presents! The Christmas Tree on the left will grant you free Museum Decorations (Floors, Walls, Pedestals, and Artpieces); and the Crystal Tree on the right will give you a daily gem bonus!
- Added Snow to the Main Menu for the duration of Makersmas
- Added Holiday themed walls (Green Wreaths, Candy Cane, and Hannukart Ugly Weater) and Floors (Holiday Chevron, Red Tartan Carpet, and Blue Tartan Carpet) to the Museum. Unlock these from the Christmas Tree!
- Added 18 new Wooden Pedestals, Golden Oak and Black Cherry, in Modern, Classic, and Tapered styles
- Added 6 new Artworks: Maximum Antler, Judah’s Shield, Little Tree, Glass Bird, Lamp, and Backscratcher
- Added 3 new Steam Achievements: Makersmas Riches (open 10 Gem presents), Makersmas Goodies (open 10 Decoration presents), and Makersmas Avarice (open 50 presents total)
- Check out our Steam Community for all manner of other Makersmas goodies and see what the internet’s creative community is working on! Feel free to share your own work too, including crowdfunding campaigns! Keep it PG and no spamming, please.
Bug Fixes
- Fixed a BIG bug in the Museum that caused inventory items (Pedestals, Artpieces, and Constructions) to disappear when scrolling through inventory pages with the arrows
- Fixed Spotlights in the Museum not appearing when they were left blank the last time you left the museum
- Fixed Artpieces in the Museum being placed behind the hanging artworks
- Fixed an Adventure Mode bug where replaying levels loaded the wrong level
- Fixed an Adventure Mode bug where replaying levels after beating the episode would result in blank levels
- Fixed Museum Lightboxes sometimes having extended load times. The loading process has been optimized into a few loops, similar to level loading, rather than cramming it all into one line
- Fixed Exhibit Mode not working in Night Mode
- Fixed a Museum bug that would leave the control prompts up after skipping dialogue
- Fixed a Museum bug that would let you select Inventory items from a blank box, resulting in… a bad kind of nothing.
Features
- Reactivated the safety check for game speed
- Added “Restore Default Settings” button under Options. This will delete the settings file and restore it with the Default one in the install folder. The Main Menu will automatically restart when you press this.
Changes
- Added missing painting info in Museum
- Removed volume fade requirement from ending cutscene so it will properly jump to the credits after
Bug Fixes
- Fixed the Wins in a Row value not loading at the start of a level
- Fixed a small visual bug where Sophie’s contact shadow would be in front of her in the Museum
- Fixed a bug where the end cutscene music would need to finish before continuing to the Credits
- Fixed background graphic not appearing on Credits
Bug Fixes
- Fixed the Settings file getting cleared of all data after playing. A refreshed, default settings file has been included in the latest build. You may need to reset your volume, game speed, and such to your preferred settings but everything else should be okay.
- Fixed an odd bug in the Gem Chest that was causing fallen gems to float on the left side of the chest
Features
- Text boxes will now fill in the full line before skipping
- Added button for skipping story entirely in text boxes (Space or Y button)
- Added deeper Controller functionality in Museum. You can now open paintings, start levels, and close lightboxes with a Controller, meaning you can now play through all levels in Adventure Mode just with a Controller (controller functionality for customizing the museum be coming in 1.0.4 with more museum customization fixes)
- Added Keyboard & Controller button prompts in the Museum to allow you to select paintings and start levels
- Added button prompts in text boxes for skipping to the end of a dialogue line, or skipping a dialogue segment entirely
- Added Controller UI selection under OptionsGameplay. You can choose between Xbox, Playstation 4, Playstation 5, and Switch button layouts. Keyboard & Mouse UI will automatically switch on if any key or mouse button is pressed.
Changes
- The build has been updated into the latest stable version of Clickteam Fusion 2.5+, 292.29
- You can now leave the Museum while Story is being typed out by clicking the Honeycomb icon in the upper left hand corner
- The player’s data file has been changed to player_1.mondriandata to hopefully avoid further file issues
- Replaced the Player array in global events with up-to-date version
- Updated Pause screen control map to use Courier New
- Pause screen controller will now match the one you’ve selected in the Options menu
- Sped up story text typing just a smidge
Bug Fixes
- Fixed text boxes not disappearing if they were skipped through too quickly
- Fixed a typo in Adventure Mode
- Fixed a bug that prevented a Story level from starting unless you moved Piet after the teleport animation played
- Fixed a bug in Adventure Mode that prevented the selected difficulty from being properly set
- Fixed Level 3 of Adventure Mode not loading the proper story
- Fixed Level 3 of Adventure Mode not having the right ball
- Fixed the game starting in Adventure Mode while the story was still typing out
Bug Fixes
- Fixed a bug which caused the white space around the frame in Gallery Mode to start off-center
- Fixed a bug which could cause music to not start upon playing a level in either Testing or Gallery Mode
Changes
- Audio will no longer mute when Alt-Tabbing away from the game. We’ll be working in this into an option in some manner within the next update or two.
Bug Fixes
- Fixed the player1 data file being generated as number-based when the game was looking for text-based
- Fixed dialogue skipping a line when using a controller
Features
- It’s launch day!!! We’re incredibly excited to bring you the official Version ONE POINT ZERO of Mondrian – Plastic Reality. Read through these patch notes to check out all the awesome stuff that awaits you on your journey through modern art history!
- Adventure Mode! Mondrian’s first ever story mode begins with the story of Piet waking up in a strange Museum, and traveling through time to uncover some lost artworks and meet some long lost friends. But as the Museum grows, so too does outside interest. We will be adding a new story to Adventure Mode every month, and we’ll be opening up the Story tools in Mondrian Maker to you, the Community, hopefully before the end of the year!
- Added the Museum! The Museum is a customizable hub world where you can walk around, jump into paintings to play Campaign levels, and even customize the walls, floors, and Spotlight areas with pedestals, statues, and furniture. You can access the Museum through the new “Adventure” option in the Main Menu, where you’ll get to walk around as Piet.
- Select “New Adventure” to start from the beginning, and “Continue Adventure” to continue where you left off. The game will auto-save after you complete each level.
- The Museum is controllable with Keyboard, Mouse, and (partially) Controller. The Museum is currently just a single room, but new rooms will be added every month, along with new stories. We expect the Museum will grow very quickly!
- Starting next year we’ll be bringing even more kinds of content to it. Essentially, we plan to steadily mold the Museum into a lightweight Digital Events platform, as we think it can make for a really fascinating artistic, educational, and storytelling platform. Stay tuned! Big things are on the way here.
- Added the Tutorial as the first part of your Adventure through the Museum. The Tutorial will take you through movement, gems, powerups, paddles/balls, everything you need to know for getting good at Mondrian.
- The Top 2 options in the Main Menu have been updated to read “Adventure” and “Quick Play.” The Quick Play menu gets you to the classic Quick Play modes (Endless, Gem Hunt, and Arcade), while Adventure starts you on the full journey.
- Added some brand new, classical remixes of Mondrian tracks for the Museum
- R Λ Z Ξ R Chroma integration! A few months ago, Razer approached us about Mondrian at the Game Developer’s Carnival. In the midst of the discussion, we realized an RGB integration that matches the colors of the level you’re playing would be super cool. We worked directly alongside Razer to create Clickteam Fusion 2.5’s first ever Chroma Extension, and using it, we’ve done just that. Each individual zone of your Razer Chroma RGB integrated devices, from Keyboards and Mice to Nanoleaf® panels and Philips® Hue lightbulbs, will light up a different color based on the Adjacent Color Scheme dynamically generated by the game! So if you happen to have a room filled with RGB panels, please do us a favor, take some photos, and post them up in the Artwork tab of the Community Hub. We’d love to see and share them with the world!
- We know what you’re thinking: OH GOD MY FRAMERATE! Actually, no. The framerate hasn’t been affected at all! We have optimized the Chroma integration to be as lightweight as we can get it for launch. If you prefer to turn the function off entirely, you can do so in the Options > Special Effects menu, and toggle off Razer Chroma.
- Added some new songs to the main game, and some classic track remixes to the Museum
- Added intro and Episode 1 ending cutscenes for Adventure mode
- Added Steam Achievements. We are starting with 12 and will slowly add more over time with each new episode!
Changes
- Complete overhaul of nearly all sound effects. We really liked the original’s oldschool videogamey effects, but had gotten a lot of feedback about needing to make them better. So we did. The new effects are more realistic but with an 8bit “shadow” (ie reverb) to give them their own distinct feeling. They’re also a little bit softer, especially the Gem Shield effect. It’ll take some getting used to if you enjoyed the old effects, but we’re pretty sure you like these even more!
- Updated the Credits screen with all the new crew who’ve contributed to the game recently
- Gem Chests are no longer randomized and instead match the character you’re playing
- The ball will no longer keep flying away after you beat a level
Bug Fixes
- Fixed complimentary colors displaying white
- Fixed the Pause Menu flashing back up when hitting Escape to return to game
- Fixed an issue where, after winning a level, subsequent levels wouldn’t end unless the ball left the field
- Fixed a bug that caused Rose-colored Splitter Blocks to appear white
- Fixed Steam Leaderboards not being active
- Fixed the game not pausing when opening the Steam overlay
Features
- Completely revamped code in splash screen data copier. It is now more optimized, more accurate, and easier for us to adjust in the future if we need to add more data types
- Added cast animation to splash screen
- Added Thumbnails to data folder creation, which looks for thumbnail images before the Splash screen. These are used in Mondrian Maker for sharing to platforms like Steam Workshop. See the Mondrian Maker patch notes for more info.
- All in-game paragraph text has been replaced with Courier New. Controversial decision, but we needed a monospace font that also feels mid-century and is universally on every machine. Courier New fits all three prerequisites and gives us the opportunity to add in some typewriter sound effects for the story down the line.
- The “System” option now reads “Open Local Content.” This will open the game’s Content folder for you to browse files, or delete them if you’re uninstalling. If you delete everything in here, don’t worry! The game will automatically restore default content when you restart it next.
- Added 4×3 frame size to Gallery Mode
- The Main Menu now searches for recent Steam Workshop subscriptions and downloads them to the proper folders. For now, the game won’t download updated levels, so if you’re grabbing a newer version, you’ll need to delete the old one first.
- Added “Backspace” as an option for closing sub-menus in Main Menu
Bug Fixes
- Fixed Backgrounds not always loading (when activated)
- Fixed bonus portrait movement & bugs with bonus mode toggles
- Deactivated some code that was causing the game to come to a stop when the Speedball overlapped with the wall
- Fixed “escape” not being able to bring up the Pause menu after alt-tabbing out of the game
- Fixed the fade out on splash screen not timing properly when restarting after several loops
- Fixed Start Game function not working
Bug Fixes
- Fixed all analogous color schemes using Red as the primary color
- Fixed color scheme code that would cause some blocks to not get a color at all
- Fixed the Pause menu ending up off-center when the screen was shaking
Features
- Introducing Gem Bonuses! Collect any 3 gems in a short amount of time to earn a few seconds where gems are worth twice their regular value. This is shown with fun character banners that pop up on the side of the screen. When these are up, the bonus is active.
- Added ability to scroll through backgrounds in Gallery Mode. Press Q to scroll forward and W to scroll backward (note: this will not work if the color scheme is set to De Stijl as this scheme only accepts the Canvas background. This will get alleviated when we implement the ability to also change color scheme in Gallery Mode)
- Updated and added more than 50 levels, bringing the total number of included levels to 100! Don’t forget to build your own levels in Mondrian Maker and share them on mod.io!
Changes
- Changed Crop Mark controller button in Gallery Mode from Select to Face Button 4 (Y button on Xbox Controllers)
- Changed Gallery Mode’s Iterate Background Forward control from W to E (back is Q)
- Made further improvements to the Splash Screen’s install functions, with checks for more up-to-date files in the game’s install folder
Bug Fixes
- Fixed a bug where the D-Pad did not function to change frame size and rotation in Gallery Mode
- Fixed a bug that caused all blocks in a level to become Painted, rather than allowing for a mix of Painted and Random block colors
- Fixed a bug where the Pause Menu would not display properly when Alt-Tabbing away from the game
- Fixed a bug where the Cursor could vanish permanently in dual monitor setups if it left the screen
- Fixed Splitters not taking Painted colors
- Fixed Splitters being accidentally Painted
- Fixed a bug that caused levels to not end properly on winning
Features
- Gallery Mode now has 5 frame ratios (1×1, 4×6, 5×7, 8×10, and 8.5×11) and frames can be rotated 90°. Use Left/Right to scroll through frame ratios and Up/Down to rotate
Changes
- Doubled the effectiveness of Gems on the Speedball
- Upgraded all Mono sound effects in the game to Stereo
- CMYK Marks in Gallery Mode now position themselves based on the width of the frame, rather than pixel positioning, to compensate for the new frame sizes
Bug Fixes
- Fixed a bug where Splitter Block bubbles wouldn’t move with their blocks
- Fixed a bug where the Portal Animation would not continue after returning from Pause
- Fixed a bug where Bombs would sometimes not destroy nearby blocks
- Fixed a bug where Bombs did not activate powerups
Features
- Revamped level format to *.MONDRIANLEVEL files. This new format loads instantly and can hold mountains more data than the old LVL format. Every single current level in the game has been updated to MONDRIANLEVEL format and new levels will be created in this format going forward. If you had levels you were working on, you can convert them in Mondrian Maker. See those patch notes for more info.
- The game is now being distributed as a ZIP file. We recommend uninstalling any previous version before unzipping the game.
- To Install, unzip everything to the folder of your choice. Run “mondrianPR.exe” to play the game. The splash screen with our logo will copy over the files in the install folder and compare modified dates in the install folder to the data folder in order to apply patches (currently works for Level and Data files). The whole process should take under a minute. If you receive an error about not being able to write files to the AppData directory, please make sure Write permissions are enabled so the game can copy over files properly.
- To Uninstall, in the Main Menu, delete the game’s AppData folder (C:Users[You]AppDataRoamingLantana GamesMondrian – Plastic Reality). If your custom content is not backed up, it cannot be recovered. Then delete the folder to which you unzipped the game. We’ll be working on automating at least some of this process soon.
- Updated Splash Screen with new logo animation and installer
- Updated Main Menu with new Lantana logo
- Added a new Hale Woodruff backgrtound
Changes
- Tied the fade-in at the start of a level to Gamespeed
- Added Red, Green, and Blue character shadows to the Splash screen
- Improvements to Night Mode with both minimum and maximum color brightness increased for all in-game elements.
- Updated particle generator to create the same number of particles as before but over a period of 4 frames. The result of this is that the game has fewer particles to generate at once, helping to stabilize the framerate even more when lots of particles need to be generated
- Sped up frame times on the teleporting animation to draw the player’s eye toward where the ball has ended up at a more accurate moment
- Updated Arcade credits screen with new gems and fireworks particles
- Smoothed out particle destruction to not destroy all particles at once but only when each individual one has finished fading
- Adjusted particle speed into a bezier curve, starting fast and slowing down over time gently
- Replaced a couple Sophie backgrounds
Bug Fixes
- Fixed a bug that caused gems with values beyond the selected difficulty to spawn
- Made a minor adjustment to one win condition (Number of Balls>0 instead of Number of Balls=0) to try and fix a bug that would sometimes prevent a level from ending
- Fixed lives not dropping in Arcade Mode if you lose a level
- Fixed gems not dropping to 0 in Gem Hunt Mode if you lose a level
- Fixed a bug where Splitters would make one more block than they were supposed to
- Fixed a bug where blocks created from Splitters wouldn’t move on Easy and Medium difficulties
Features
- Added a brand new “Exhibit” mode! This mode lets you view a still-image version of your level in a simple square frame. Great for showing your works off without any pesky pops or explosions getting in the way! Access it via the Play menu in Mondrian Maker.
- When in Exhibit Mode, press C or “Select” or controllers to bring up Crop, Registration, and CMYK marks!
- Added alternate explosion animations
- Added bubble animations to Splitter Blocks and new bubbly sound effects
- Added new Hale Woodruff, Loïs Mailou Jones, and Andy Warhol background art
- Added a controller layout to the in-game pause menu. Keyboard & Mouse input graphics on the way soon!
- Added sound effects for Speedball Chevrons
- Added Film Grain and CRT Monitor filters. These can be switched off in the Special Effects options menu.
Changes
- Consolidated Block Modifier code for Shifting and Phasing
- Scoped Block Modifier code to only ever run on blocks with Modifiers present, instead of running through every block each frame
- Changed the method for Main Menu sidebar fading. Submenus now fade by simple flag calls instead of variable combinations. This should prevent mixups and keep everything in the menu set correctly.
- Scoped Splitter Block code to be cleaner and less resource intensive
- Slightly increased the distance spawned blocks move when created off of a Splitter Block
- Chance for a block to spawn a gem when bombed is now dynamic, with a 1/(2+Difficulty) chance. The higher the difficulty, the less likely a block will spawn a gem when bombed.
- Tied Speedball chevron fade speed to game speed
- Ball trail now scales properly when the ball is going through a portal
- Adjusted Portal teleportation timing to 30/Gamespeed from 60/Gamespeed, subtracting 1 per frame instead of the Gamespeed value per frame. This is a negligible difference, making the ball take half a second (instead of 1 second) to teleport on Slow, the same amount of time on Medium as before, and about 1/20 of a second slower on Fast. The main benefit of this change is the distance the ball travels into (and potentially beyond) a portal should now be consistent across every game speed.
- Consolidated Block Pop Particle code some more
- Speedball speedup is now tied to difficulty. The total number of block pops needed to speed up the ball is now 6-Difficulty as opposed to just 2.
- Minor bits of optimization with ball and paddle collisions
Bug Fixes
- Fixed the syncing bug on Phasing Blocks. All Phased blocks now run on their own, individual timers!
- Fixed a bug where Shifting Blocks would stop before shifting back
- Fixed a bug that caused particles to spawn infinitely after a Bomb exploded
- Fixed a bug where Portals wouldn’t deactivate after the ball hit them
- Fixed a bug which caused Bomb particles to not fade away on Slow Gamespeed
Features
- New Levels from designer Hannah!
- QR Code
- Tetrads
- Cat Love
- Kodama
- Eiffel Tower
- Shades of Squres
- Added two new Sophie Taeuber-Arp inspired backgrounds
- Added a new Andy Warhol inspired background
- Added Main Menu, Pause Menu, Leaderboard, Credits, and Gem Chest touchscreen controls
- Collecting Gems will now heal the Breakerball, and slow down the Speedball, based on the value of the Gem
- Added Speed Up and Down indicators to the Speedball
- New Gem Designs! These Gems are much more recognizable as jewels but we are striving to maintain an overall modernist aesthetic
Changes
- The Gem Paddle is now the Stretch Paddle as Gems are going to have a bigger impact on game mechanics going forward
- Adjusted the minimum scale of the Stretch Paddle by adding the Difficulty value. The minimums are now -2 on Relaxing, -3 on Easy, -4 on Medium, and -5 on Hard, instead of -2, -4, -6, and -8 respectively.
- Moved the Stretch Paddle’s side detectors out just a few pixels each, to give more space in the middle when it hits its minimum
- Reduced growth of Stretch Paddle Paddle per caught Gem by 33%
- Doubled the Stretch Paddle timer so it takes twice as long to hit minimum size
- Optimized more Block Groove code, allowing for greater framerates in bigger levels. Dynamic quality adjustment will only reduce the antialiasing quality of the Groove while we test this system out.
- Moved the blog pop animation onto blocks, instead of spawning the animation as separate objects
- Block pops are now sized to match the scale of the destroyed block
- Speedball countdown timer adjusted to from 0.5 per block to 0.25*Difficulty+1 per block
- Blocks destroyed by bomb explosions now subtract 0.25 from the Speedball countdown
- Bombs can now spawn Gems again
- Adjusted value of Gems on Gem Chest to give some more variety
- Replaced the Teleport animation
Bug Fixes
- Fixed the Gem Paddle disappearing when it hit its minimum length on Relaxing difficulty
- Fixed the Gem Paddle not hitting smaller minimum sizes on higher difficulties
- Fixed paddle side detectors not being positioned quite properly while spinning
- Fixed precision of block pops under the new Child Events system
- The Ball Trail shape now matches the health of the Breakerball
- The proper number of Gems will now fall on the Gem Chest screen
- Fixed gems spawning from Phased Out blocks
Features
- Major Engine Upgrade! The game has been upgraded into Clickteam Fusion 2.5+, which has allowed for greater optimizations and new rendering modes. See below.
- DirectX11 mode, which allows for quicker load times, steadier framerates, and higher quality alpha channels on graphics. DirectX11 mode is not compatible with Windows XP
- Reduced overall RAM usage from ~300mb to ~80mb
- Mouse clicks can now be used to skip the splash screen
- In-Game Touchscreen Controls have been added, along with a Pause button when Touchscreen is activated in the Main Menu (Options → Gameplay). Touch the Left Side of the screen to spin clockwise, and the Right Side of the screen to spin counterclockwise. We’re going to keep whittling at menu touchscreen controls specifically over the next few updates.
- Background images are now preloaded, reducing load times by a small amount
Changes
- Added a function to automatically turn off Block Groove on levels with over 300 blocks
- Added a function to reduce block pop particle scale quality on levels with over 200 blocks or when more than 50 pop particles are already present.
- Rebalanced Gem Paddle to set minimum size to -2*(Difficulty+1)
- Gems will now deactivate when they get too far away from the playfield, helping speed up the Ball Pauser
- The first gem spawned will now fly toward the paddle instead of in a random direction. The idea is to help new players get used to catching gems, while keeping the change subtle enough that veteran players won’t notice a difference. This will only take effect when there are no gems on screen to begin with, and will stop happening after the player catches their first gem in a level.
- Optimized code for Color Schemes, Block bounces, Gray Block bounces, Controls, and Bomb Chains using Fusion 2.5+’s new “Child Events” feature. This has reduced the required number of events on these systems by more than half, speeding up frame times and squashing some instability bugs. Other systems will be getting a similar treatment over the EX8 and EX9 lifecycle.
- Minor universal acceleration increase, from 0.0333*Character Acceleration Rate to 0.04*Character Acceleration Rate. This small change makes moving from stopped feel just a bit less stiff.
- The Controller Input option in the Main Menu has been replaced with “Mouse” and “Touchscreen.” This will hide the mouse cursor and create a “Pause” button in the upper-right hand corner of the screen in-game. This does not affect keyboard or controller inputs.
- Reworked Bomb collisions entirely to work with Fusion 2.5+’s Child Events system
- Restored full color backgrounds to adjacent color schemes
Bug Fixes
- Fixed Bombs not triggering Wildcards
- Fixed an end-of-level bug where the paddle would freeze in place after the Breakerball was destroyed, despite there still being Gems
- Fixed a rare bug where the ball would get caught between the Scoop Paddle and the Wall, causing controls to lock
- Fixed glitchy paddle movement with the ball caught in the Scoop Paddle
- Fixed some more bugs related to the the ball caught in the Scoop Paddle overlapping blocks while firing
- Fixed a bug that would cause the ball to vanish when hitting a Wildcard block while caught in the Scoop Paddle
- Fixed a bug where Portals were incorrectly timed in the Fast game speed, causing them to break
- Fixed bombs not chaining properly
Features
- Revamped particle designs! Particles now animate from white to their color, there are 2x as many per block pop, and a whole lot more per explosion.
- Twelve new levels from designers Hannah and Andrew:
3 in a Row
Atoms with Attitude
Catch the Fairies
Colored Glass
Escher
The Great Wave
Old Fashioned Ping Pong
Starry Night
Thief
Trisquares
Who Wants Gumballs
Windows 98
Changes
- Gems now blink to white instead of transparent
- Glass powerups! Instead of being pitch black, powerups are now semi-transparent. This means that they can take painted colors and still be visible on blocks of any color.
- Increased Submenu and Pause menu tooltip size from 12pt to 14pt
- The ball will no longer generate trails when stopped
- The original “Starry Night” level has been renamed “Constellation”
- Bug Fixes
- Fixed Gem Chest backgrounds having a small chance of appearing with inverted colors
- Fixed layer ordering to keep Pause menu above Gems & particles
- Reprogrammed the Portal system from the ground up in order to fix the broken portals bug. Now portals are tracked individually, and removed from a list of active portals when the ball collides with the In portal; and an Out portal is randomly selected from the remainders. They are then added back to the list after the portals reactivate.
- Fixed a bug where Gems that were too far from the game area were not getting destroyed, preventing the level from ending
- Rearranged some code so Painted Splitter Blocks can always spawn blocks in the Painted color
- Doubled the number of Pop Particles when popping a block
- Pop Particles are now animated, starting with a white glow and fading to the color of the popped blocks
- Pop Particles now spawn at a random size
- Pop Particles now spin at a rate relative to their speed
Bug Fixes
- Fixed Gem Chest backgrounds having a small chance of appearing with inverted colors
- Fixed layer ordering to keep Pause menu above Gems & particles
- Reprogrammed the Portal system from the ground up in order to fix the broken portals bug. Now portals are tracked individually, and removed from a list of active portals when the ball collides with the In portal; and an Out portal is randomly selected from the remainders. They are then added back to the list after the portals reactivate.
- Fixed a bug where Gems that were too far from the game area were not getting destroyed, preventing the level from ending
- Rearranged some code so Painted Splitter Blocks can always spawn blocks in the Painted color
- Fixed a bug that caused Gem Bursts to be stuck on the screen after un-pausing the game
Features
- Added movement trails onto the ball and paddle
- Added mouse compatibility and custom cursors to Main Menu, Gem Chest, Leaderboard, and Credits
- Two new levels: Shape Zone and Jazz Time
Changes
- Increased overall speed of sound fade-out on the end of a level and tied it to Game Speed
- Tied Gem blink to Game Speed
- Tied Gem Particles to Game Speed
- Tied Teleport animation framerate to Game Speed
- Tied block pop particle speed and fade to Game Speed
- Reduced the maximum transparency on Gem blinks by 25%
- Bombs now do 2 damage against Gray Blocks instead of 1
- Reworked how Explosion colliders get destroyed
- Adjusted Chartreuse background color
- Removed “Lighting Effects” from main menu, as this button wasn’t doing anything
- The mouse will now appear when pausing the game
Bug Fixes
- Fixed a bug that incorrectly color-checked the Ball, Paddle, and Wall. This also in turn fixed a bug that was changing the Ball and Paddle to types that did not exist
- Fixed the Breakerball Heal sound effect not always playing when the ball is healing
- Fixed a bug where “Quit” would go to the Gem Chest and not the Main Menu
- Fixed the Main Menu sound not playing when Quitting the game
- Fixed Lock animations not taking the right color
- Fixed the end-of-level wait. The level will now officially not end until all blocks, splitter blocks, and gems are gone. We hope.
- Fixed the canvas background appearing dark in De Stijl scheme
- Fixed the Pause sound effect taking a random frequency after the ball used a teleporter
- Fixed Teleporing animations not getting destroyed after ending, will help save memory
- Made a minor fix to Tetrad colors
- Fixed a bug that caused an infinite loop when the ball looked for an active Portal exit while teleporting, but none were available. The ball will now simply go past an active Portal if there are no active exits.
- Fixed a bug that prevented switching between Normal and Advanced controllers in the Options menu
- Fixed a minor exploit that let you select “Return to Game” while quitting
- Fixed a bug that caused Portals to Phase even when no Phasing was applied
- Fixed a bug where Breakerball health would not refill on Wildcard
- Fixed a bug where the Paddle would stop when the ball leaves the field but gems are still around
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 AppDataRoaming 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 “AppDataRoamingLantana GamesMondrian – 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 “AppDataRoamingLantana GamesMondrian – Plastic RealityBackgrounds[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
- Fixed a bug that prevented Black & White backgrounds from loading
- Fixed a bug that prevent the Main Street background from loading
Features
- Full functionality of the Save/Open/Play windows with a controller. The D-Pad can be used to scroll up and down the level list, while the Start button can be used to instantly open a level once selected. Otherwise you can press the window’s buttons like usual with the lower face button (for instance, A on an Xbox Controller).
- Full functionality for painting tools on controllers.
- You can now open the context menu on a block by pressing the lower face button (A on Xbox) while the cursor is over it.
- Full functionality of the context menu with a controller.
- You can now free-move a block with a controller by pressing and holding the lower face button (A on Xbox) on a block.
- Full functionality of all painting, color, and flip tools with a controller.
- Full functionality of the mini manual with a controller.
- Added a function to slow the cursor down on controllers. Holding down the Left Shoulder Bumper will slow the cursor.
- Non-Steam versions of Mondrian feature a brand new Share window, with buttons that will open your Levels and Thumbnails folders, and a link to our mod.io page.
- The Steam version has a new button in the Share window to bring you to the above page to upload your creations to mod.io.
- Added a Controller Map section to the mini manual. This map updates to match your currently selected controller layout from the Main Menu.
Changes
- Cursor movement with a controller will now only snap to the grid when carrying a block.
- Updated some pages of the mini manual.
Bug Fixes
- Fixed a bug that caused blocks to Stamp far too quickly when using a controller.
- Fixed the “Nope” X appearing when grabbing a block with a controller.
- Fixed a bug where using the controller D-Pad would still nudge the level if the cursor was still over the Scale or Angle arrows.
- Fixed the Stamp cursor not appearing when using a controller.
- Fixed snap movement with a Controller not working at all grid sizes. It also no longer skips lines or snaps at different increments depending on how you’re moving the cursor.
- Fixed tooltips not disappearing when using a controller
Bug Fixes
- Fixed unpainted blocks having no color when opening a level
Features
- Any controller button can now be pressed to close notifications
Bug Fixes
- Fixed tall Thumbnails overlapping the Open Level button
Features
- Lots of redundant controls have been added for accessibility, particularly on Steam Deck. These include:
- You can now use the mouse to Nudge Blocks by left-clicking on the Nudge Arrows
- You can now use a controller D-Pad to nudge blocks or the level entirely
- You can now use the mouse to apply Shifting Modifiers by left-clicking on the Shift Arrows
- You can now use a controller D-Pad to adjust a block’s modifier properties like Phase Time and Shift Arrows
- You can now press Shift or use a controller’s Left Face Button (X on Xbox Controller) to flip the Phase Switch
- You can now exit Mondrian Maker with a controller by moving the cursor to the Exit button, or by pressing the View button
- Added Z and a controller’s Top Face Button (Y on an Xbox Controller) as a shortcut for the Color Shuffle button. The Mini Manual has been updated to reflect this.
Changes
- The “Trash” button in the Block Context Menu now clears all Mod data instead of deleting the block. Tooltips have been updated to reflect this change.
- Cleaned up and optimized Hand Cursor code.
- Thumbnails downloaded from Steam Workshop will now show in the Save, Load, Play, and Share menus. Note that this will only work for thumbnails just ending in “_preview.” Methods of automatically cleaning up thumbnail names with “_preview2,” “_preview3” etc. will be explored in a later update.
- Updated the Context Menu, Block Modifiers, Quick Tips, Sharing, and Content Policy pages of the Mini Manual
- Removing Varnish is now a two-step process. Right click the Varnish Can once to remove the protective Varnishing from all blocks, or right click it TWICE to remove the Varnish AND Painted Colors from all blocks. Tooltips have been updated to reflect this change.
- Clicking the Color Shuffle button or using one of the new Color Shuffle shortcuts, while carrying a block, will now change that block’s color back and forth between Painted and Unpainted colors.
Bug Fixes
- Fixed mouse movement on the cursor getting stuck if controller input was detected first.
- The scrollbar will no longer scroll itself outside the bounds of the Save/Load window when using the mouse wheel.
- Fixed thumbnails being too tall in the Save/Load/Play window if they weren’t saved at a 1:1 ratio.
- Fixed a bug that prevented the Save and Load windows from working properly after Importing or Exporting a level.
- Fixed pre-painted blocks having the Palette Button color rather than their painted color
- Thumbnails in the Save/Load window will now properly appear behind notifications
Bug Fixes
- Fixed tool cursors remaining active when opening the Save, Open, or Play menu.
Bug Fixes
- Fixed “Filename Not Valid” error notification not appearing when saving a level with an invalid title
Bug Fixes
- Adjusted some Save and Open window conditional ordering to try and fix levels not detecting block numbers
Features
- Made “Free Admission” adjustments for Mondrian Maker, which disables the Open Window.
- Added mouse scrollbar functionality for Save/Open windows
Changes
- Overhauled Scrollbar functionality for cleaner, line-by-line scrolling, and simple, dynamic adjustment of scrollbar height based on the number of level files
- Replaced Tooltip graphics with text strings. This will allow the Tooltips to stay more up-to-date, and even be localized in the future.
- Updated some Tooltips
Bug Fixes
- Touched up toggling of Tooltips on Main Menu items
- Fixed the Save and Open tooltips not showing when a level is open
Features
- Activated the Makersmas Gala. Submit your Holiday-themed levels to enter the contest!
Bug Fixes
- Fixed Miniswatches reverting to their previous storedColor value when dragging a color from the Main Swatch
- Fixed the Eyedropper color icon hanging around when dragging colors from the Main Swatch to a Miniswatch
Bug Fixes
- Fixed the cursor being able to drag the Main Swatch color across multiple Miniswatches
- Fixed the cursor not resetting to an arrow after dropping a color onto a Miniswatch
- Fixed the Main Swatch not setting its stored color when selecting a Miniswatch
Changes
- Reduced the size of the Block Detector, used on various painting tools, to a single pixel
- Increased the precision of the Brush tool
- Increased the precision of the Paintscraper tool
- Added white outlines to the Brush, Eyedropper, Paintscraper, Stamp, and Eraser tools to make them more visible against any color block
Changes
- Blocks will stay now at the Z-level at which they were initially placed
Bug Fixes
- Fixed a bug where blocks that were placed on top of others would end up underneath them upon saving
- Fixed the “Save & Play” button saving an extra copy of the current level as an unnamed file in the Levels folder
Features
- The Share window now has 3 new buttons: Visibility, Type, and Entry
-
- Visibility: Lets you set your Workshop level to be Public, Friends Only, or Private.
- Type: Lets you currently select between 2 tags: Level and Template.
- Entry: When a Gala is live, you can click this button to submit your level as a Gala competition entry. Otherwise you can set it to “Freeform” for everyone to enjoy without the pressure of curator judgment.
Features
- Added the music tracks from the Museum, which all play on Shuffle
Changes
- The “Import” button no longer appears in the Inactive Levels tab of the Open menu
- Increased the time it takes for the next drop to block when holding down left click in Stamp Mode
- The time between stamping blocks also now resets when left click is released
Bug Fixes
- Fixed Thumbnails not displaying in the proper location in the Save/Play menu
- Fixed the wrong Thumbnail appearing when opening the Save/Play menu
- Fixed levels saving as backups instead of to the active Levels folder
Features
- Added Thumbnails to the Save/Load window
Changes
- The “Save & Exhibit” button now reads “Open in Studio”
- Adjusted the wording on the “Play Your Level” tooltip to no longer make reference to a requirement to beat your level at all difficulties before sharing. This never got developed and has never been a requirement. Sorry for the confusion! The Tooltip now says what the individual buttons do in the Play Your Level window instead.
Bug Fixes
- Fixed Miniswatch Y-Positioning
- Fixed more Save/Play/Studio button issues
Changes
- Updated the workshop tag to “BostonFIG” to coincide with Saturday’s expo. Will be updated again in a couple weeks!
- Increased the width of the Share Window text box to prevent cutoffs
- Added a check for Steam Connection before displaying the “Share to Steam” button
Bug Fixes
- Fixed Mondrian Maker not going to Testing or Gallery Modes when Save & Play or Save & Exhibit was clicked
- Hotfix #1 (1/16/2021): Fixed the Activate and Deactivate Level button jumping to the game
- Hotfix #2 (1/16/2021): Fixed levels failing to open after Activating or Deactivating another level
Bug Fixes
- Reworked Block Numbers to never fall out of order. Numbering now gets entirely reset on loading a level, saving a level, and assigned individually when placed, based on the total number of blocks, rather than a global block iterator value.
- Thanks to the above fixes, blocks will no longer go “missing” in the level data
- Fixed a bug that would load into Testing Mode when sharing to Steam Workshop, if the Play window had been brought up before the Share window
Bug Fixes
- Fixed blocks being picked up in Free Move not being able to be put back down again
- Fixed “Shared to Steam Workshop” notifications lingering after trying to close them
Features
- The “Share” button now has its first bit of functionality! Click it to get a window for sharing your creations to Steam Workshop. Note that you will also need to save a Thumbnail image to the Thumbnails data folder in order to upload to Steam Workshop. We recommend using the Gallery Mode to make your Thumbnail.
- Click “Save & Exhibit” to view your level in Gallery Mode.
- Images should use 1×1 or 4×3 (horizontal) frame scale. Use A and D to change frame scale, W or S to rotate. Press C to toggle Crop Marks which include a scale ratio.
- Screenshot your level using the PrtScn button on your keyboard, the Snipping Tool in Windows, F12 in Steam, or any screen capturing software you may have.
- Crop to the frame in the image editing software of your choice: Photoshop, Paint.net, MSPaint, etc.
- Save the file as [Your Level Name].jpg in the game’s Thumbnails folder (C:Users[Your Name]AppDataRoamingMondrian – Plastic RealityThumbnails).
- Reopen Mondrian Maker and click the Share button. If you did everything right, your Thumbnail will appear in the popup! Click the Steam icon button to instantly share your level to Steam Workshop.
- Added a notification for saving when blocks are outside the field. This prevents the Save window from coming up but does not automatically delete blocks, so you can nudge the level instead and only delete the ones you need or want to.
Changes
- All UI text has been replaced with Courier New
Bug Fixes
- Fixed a bug where nudging blocks outside the Field would prevent future blocks from saving
Bug Fixes
- Fixed Backup levels being saved when selecting Save & Exhibit.
- Fixed levels not saving to the main Levels folder when selecting Save & Exhibit
Bug Fixes
- Fixed a bug where blocks’ internal label numbers had a chance to not reset properly when blocks of lower values were erased
- Fixed a bug where the Cursor could vanish permanently in dual monitor setups if it left the screen
- You can no longer click main menu buttons while carrying a block
- Fixed blocks being placeable on top of menu, tool, or paint buttons
Changes
- Raised the maximum number of blocks from 1000 to 20,000. We still don’t recommend pushing it, just for gameplay sakes. 😀
- Revamped the Level List code in the Save/Open/Import/Export Windows to use new engine functionality and not work in such a hacked-together manner
Features
- Revamped Save/Load to support new MONDRIANLEVEL format. This format is, on average, just 8% bigger than original LVL files, and offers greater technical capabilities when it comes to Mondrian Maker. It can also hold a lot more data, like incoming story text, palettes, leaderboards, and more. From now on, levels will now Save to this format, and the game will only load levels in this format.
- The “Import Folder” button is currently broken. We’re working on this and expect to have it fixed by the EX10.1 update. Importing individual levels works fine.
- Added “Open Legacy” button on the Open Level screen. This makes converting old LVL files to the new format easy! Simply click this button to load up a list of LVL files instead of MONDRIANLEVEL files. Open your level, and hit save. Boom. Done. Easy!
- Please note that “Open Legacy” will only look for files in the Mondrian Levels folder. It is not compatible with Import. If you need to import a legacy level, please manually copy it over to AppDataRoamingLantana GamesMondrian – Plastic RealityLevels
- This functionality is also a little bit glitchy and your old levels may have trouble showing up in the levels list
- Pressing the [.] button in the Import/Export menu will now bring you back to the Drives list
- Click and Hold while Stamping blocks is now implemented, but still requires more precision for getting blocks right next to each other. This is in development.
- Added a new Export notification for if the initial level file doesn’t exist. You must save your level before Exporting.
- Added new “Content Policy” section in Instruction manual. This section covers content that will be hosted at our official services (mod.io, Steam Workshop, etc.), your rights as a Maker, revenue split (80/20 in Maker favor), etc.
Changes
- Removed file extensions from the Save/Load menu
- More tweaks to the Save/Load scrollbar
- Changed keyboard shortcuts for Flip Horizontal and Flip Vertical to Ctrl-Shift H and Ctrl-Shift V respectively to avoid issues when naming levels with capital H’s and V’s
- Updated keyboard shortcuts instructions page to match
- You can no longer hit Escape or the Exit button in the Top-Left to exit Mondrian Maker while the Save/Load window is open
- The Importer is now Copy-based and does not move files
- The Exporter is now Copy-based as opposed to Saving a copy of the level on-screen. This means you will need to save your work before you can Export it, and the level must be present in your Levels folder.
Bug Fixes
- Fixed some typos and incorrect folder paths that prevented the level Importer and Exporter from working properly
- Fixed a screen blink that would occur when importing and overwriting a level
- Fixed a bug that prevented the Main Swatch, Miniswatches, Grid Size, and Shuffle state from being saved to the data file
- Fixed a bug that caused the game to crash when inputting a level or author name on particularly big levels
- Pressing the [..] button in the Import/Export menu no longer adds [..] to the end of the loaded folder name but jumps you up one directory instead
Features
- Added a button for “Save & Exhibit” under the Play menu
- Added sound effects for Place Block, Stamp Block, Eraser, Import/Export, and Save/Load Button Clicks
- Your tool settings are now saved in between uses of Mondrian Maker. This includes the Grid Size, Grid Visibility, Snap to Grid, all Color Swatches, and Color Shuffle.
Changes
- Consolidated code into child events to help improve performance
- Eased up the Save/Load Scrollbar to scroll through fewer items per tick and stop earlier
- Level Names now remain highlighted after they have been clicked
Bug Fixes
- Fixed the Phase Switch being saved based on the Game Difficulty value, rather than the Difficulty Button value. This caused Phase Switching to only save to a block’s Relaxing variation. You can now Phase Switch a block at ANY difficulty!
- Fixed a bug where the Main Swatch color did not save properly
- Fixed a bug where the Eraser icon would appear briefly when carrying but then deleting a block
- Fixed a bug where Paintscraper Mode would not turn off when selecting the Paint Brush
- Fixed a bug where neither Painting, Eyedropper, or Paintscraper mode would turn off when selecting the Block button
Features
- You can now right click a Miniswatch to set it back to White
- Miniswatches now switch to the color you are dropping onto them, and back to a stored color if you mouse away from them
- Added Exit button in upper-left hand corner to return you to the Main Menu with the mouse
Changes
- Color Sliders can now move much more freely
- Minor adjustment to Miniswatch positioning
- The Eraser icon will no longer show up when you right click on a button
Bug Fixes
- Fixed a bug that displayed a block as Phasing even if its Phase Time = 0
- Right clicking to get out of Paint, Eyedropper, and Paintscraper will no longer switch the cursor to the Eraser
- The Eraser will no longer display when right clicking the Varnish can or any other button
- Fixed a bug that caused the color sliders to move while trying to drop a color from the Main Swatch onto Miniswatches
- Fixed a bug where dropping a color onto a block would not paint it
- Fixed a bug where looping backwards through grid sizes to the biggest would keep it at the smallest
- Fixed a bug that prevented storing colors from the Eyedropper in Miniswatches
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