Version 481d


New year, new update! This will most probably be the final large update for BIY. Thank you for the years of support!

New objects

- Bean
- Fox
- Chili
- Hotdog
- Brain
- Rook (word sprite only, to be used with Tower's sprite)
- Bone
- Cactus
- Palm
- Yes (checkmark)
- No (cross)

New words
- Become
- Facedby (thanks to whoever first suggested this)
- Hold
- Happy
- Angry

Bugfixes & adjustments

- Added cloud save support on mobile
- Sprites in menus should now shrink to fit inside their buttons even if they're larger in-game
- When editing an object's data, the game should let you leave the menu if the data is buggy in some way (hopefully)
- Levelpack selection now has double arrows for moving 5 pages at a time
- Search for Play Levels & Play Levelpacks
- Levelpack's folder name shown next to title in editor
- Unnamed levelpacks now display as "??? (folder name)" in editor
- Disabling rule sounds for a level now also disables a bunch of other sounds to make e.g. song levels easier to make
- Museum no longer grants a flower for one of the submaps to fix a bug with a missable dandelion puff
- Added a couple ambient loops to the music selection
- The hand effect from Pet now follows objects more accurately
- Fixed a crash with Empty Is Level + mods
- Fixed a case of X Make Level creating Error objects
- Shuffled which objects are included in "Advanced objects"
- The "Enable advanced objects" setting now toggles upon beating the game
- Shuffled tags around a bit
- Changed "object type" text input into a simple Object vs. Text selection (text input is still available if needed)
- Made Level Is Hide work for level objects
- Mimic rules now disappear from the pause menu if the Mimic rule or mimicked rule are hidden
- Fixed a stack overflow bug with Empty & Seeing
- Updated screenshots on the game's Steam page
- Fixed some bugs with Hold
- Placing paths should now be easier since the game doesn't reset the chosen object or tool as easily
- Fixed a bug with the music in Meta
- Adjusted some object colours & sprites
- Fixed level objects not emitting particles
- Made levelpacks made by the author most recently looked at appear first in the levelpack list in editor
- Added double arrows for Z-layer selection
- Added pages for background effects
- Fixed Text Is Boom not stacking
- Fixed(?) custom music in themes not playing properly
- Fixed a controlling issue on certain mobile input setups
- Increased the number of special objects permitted in level uploads (thanks to PokeChess for the request)
- Made ambient loops appear at the end of the music list (also changed their names so if you made a level using them, you'll need to re-select the music)
- Tried to fix an interaction with Done that could cause increasing memory usage (most probably not a full solution)
- Made level code not be displayed in the pause menu when testing a level to avoid an incorrect level code being shown
- Added the possibility of a fourth digit to dandelion puff etc counters (thanks to springer29 for the suggestion)
- Adjusted some of the colours in the object list to use some rarely-used/unused colours in the palettes (thanks to balt for the suggestion)
- Fixed a couple small typos in Museum's signs

Mod support

- Added support for custom background particles (tutorial at the end of values.lua)
- Added a bunch of new modhooks throughout an in-game turn
- Added the ability to give a level a custom high-contrast palette (please don't misuse this)
- Added ability to load SFX from Data/sounds instead of a levelpack's own folder
- Placed a text file (MF_documentation.txt) within the Data folder to help with modding
- Tried to make timedmessage() appear on the screen more consistently
- Added MF_getlist_*() functions to get a list of unit ids for certain types of objects
- Added MF_playsound_repeat() for playing and looping a sound
- Added functions in modsupport.lua for more easily calling level transitions
- Tried to make custom specialobjects easier to deal with by adding a support function in modsupport.lua
- Added a function in modsupport.lua that is called when a slider is interacted with
- Added modhooks for mouseclicks and keyboard presses + a tutorial for how to (hopefully) make them respect the in-game movement delay
- Added support for 5 text rows on signposts
- Added MF_getkey() and MF_setkey() for getting & changing inputs stored in the game's internal control config array
- Added the ability to make custom undo events (explanation in modsupport.lua)
- Added description for MF_musicstate in the documentation file
- Added MF_getlist_system(), which fetches unit IDs for a bunch of system objects (use with care)
- Made custom completion icons have a better tutorial in the debug levelpack
- Made custom completion icons also display in the "Start the game" levelpack menu, not just the "Play levelpacks" menu (thanks to alltami for the report)
- unit.animFrame is now properly usable
- Added MF_setanim() that lets you change the selection of animation banks of an object (this is probably not useful at all and more likely to cause bugs than anything, fwiw)

Files

Baba Is You (Windows) 109 MB
12 hours ago
Baba Is You (Linux) 86 MB
12 hours ago
Baba Is You (Mac) 118 MB
12 hours ago

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Comments

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(+1)

Wow!