v1.2 Updates


Well, I've temporarily abandoned making a MacOS port. Tough times, I know. I apologize to all my friends who are still patiently waiting for a playable version on their Apple products, but Windows has just been more friendly to work with. That being said, there are several quality-of-life updates in this version:

- Removed controls from the title screen and added them to a separate panel. They're now accessible via a button. Also tossed in some sassy instructions just for fun.

- Added code to the title to cause it to change color:

void ChangeToBlue(){         
    blueTitle.enabled = true;         
    orangeTitle.enabled = false;         
    Invoke("ChangeToOrange", 0.7f);      
    }      
void ChangeToOrange(){         
    blueTitle.enabled = false;         
    orangeTitle.enabled = true;         
    Invoke("ChangeToBlue", 0.7f);     
    }

- Backgrounds now update when the player progresses through levels. Looking at this, I realize how redundant it is. I feel there's definitely an easier way to go about updating the background with the level number. Perhaps with an array? Will look into cleaning this up:

void UpdateBackground(){         
    if (currentLevel == 0){             
        blueOrangeNebula.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 1){             
        blueOrangeNebula.GetComponent <spriterenderer>().enabled = false;             
        redGalaxy.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 2){             
        redGalaxy.GetComponent<spriterenderer>().enabled = false;             
        greenGalaxy.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 3){             
        greenGalaxy.GetComponent<spriterenderer>().enabled = false;             
        spiralGalaxy.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 4){             
        spiralGalaxy.GetComponent<spriterenderer>().enabled = false;             
        blackHole.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 5){             
        blackHole.GetComponent<spriterenderer>().enabled = false;             
        blueStars.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 6){             
        blueStars.GetComponent<spriterenderer>().enabled = false;             
        helixNebula.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 7){             
        helixNebula.GetComponent<spriterenderer>().enabled= false;             
        horseheadNebula.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 8){             
        horseheadNebula.GetComponent<spriterenderer>().enabled = false;             
        planetCreation.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 9){             
        planetCreation.GetComponent<spriterenderer>().enabled = false;             
        redwhiteGalaxy.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 10){             
        redwhiteGalaxy.GetComponent<spriterenderer>().enabled = false;             
        starNebula.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 11){             
        starNebula.GetComponent<spriterenderer>().enabled = false;             
        otherspiralGalaxy.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 12){             
        otherspiralGalaxy.GetComponent<spriterenderer>().enabled = false;             
        blackholePulse.GetComponent<spriterenderer>().enabled = true;         
        }         
    else if (currentLevel == 13){             
        blackholePulse.GetComponent<spriterenderer>().enabled = false;             
        purpleSky.GetComponent<spriterenderer>().enabled = true;         
        }     
    }

With these updates, I'm left quite satisfied with the current state of this game. A few friends have tossed around the idea of adding some extra soundbites for added entertainment value, but such additions would not be game-changing. At least insofar as the actual functionality of the game. As such, I'm not in any rush to attempt to add much else to 'Tone-tris'. So while the game's page will still claim the project to be currently in development, I will here clarify that the development is not active. 

That being said, the game is essentially full functional. There is a minor bug that prevents the player from swapping a saved piece even if they haven't already swapped, but that bug seems to be sporadic, and I haven't been able to narrow down its point of origin. Not only do I not know where to even start looking to fix this bug, but the truth is the majority of gameplay is unaffected. I myself have set scores close to 47,000 without being bothered by not being able to swap my piece. So to that end, let's just call it a feature shall we?

Anyway, please enjoy 'Tone-tris' and feel free to leave any questions, comments, or concerns below.

-T

Files

Tone-tris v1.2.zip 62 MB
Mar 29, 2022

Get Tone-tris

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