0.5.0a
Sinco and Portilizen » Devlog
Alpha
0.5.0a (Destination 3 - Rival clash) - 4/19/2025
Added
- LEVEL 5: RIVAL CLASH
- NEW WORLDMAP
- Ctrl+Alt+Shift+F5 game restart keybind
- Sidebit 1 medals
STAGE_FIVE
build flagDO_NOT_RECOMPILE_ON_ASSET_UPDATE
build flagRECOMPILE_ON_ASSET_UPDATE
build flagNO_MODS
build flag- (Desktop only) New window resolution option: 1280x720 (#34)
- (Source) Global now has functions related to keys being pressed, just released, and just pressed
- Comic cutscenes can be skipped by pressing ESCAPE
- Sparrow cutscenes can be skipped by pressing ESCAPE
- Atlas cutscenes can be skipped by pressing ESCAPE (#24)
- (Source) FileManager has 2 new QOL functions:
getPackerAtlas
andgetSparrowAtlas
- (Web only) Pixel perfect rendering (#27)
Removed
- Sidebit menu (integrated into the new worldmap)
- (Destop only) Old window resolution options besides 640x608 has been removed
Fixed
- Sidebit 1 can played with different difficulties
- Fixed medals not popping up when you get a medal
- Levels no longer reset by PRESSING the Reset button
- Sidebit 1 now has the Reset button
- Fixed stage 4 tutorial assets not being visible
- Fixed stage 1 tutorial assets not being visible
- "Sinco's cool mod" now works in the MainMenu
- Volume settings now get saved (#35)
- Mods not being added to ENABLED_MODS when the Mod save data is null
- Fixed the character ring characters on the titlescreen blinking from invisible to visible when switching to the titlestate
- Fixed missing worldmap character assets
Changed
- New medal SFX
- The titleState version text now can contain the github sha
- The game version + the game git sha is now traced in the terminal in the InitState proceed function
- The sidebit 1 background is now a general background usable for anything (folder change LOL)
- Modding API version is now
0.1.4
- Removed custom variables for different classes in
ScriptManager
except for a few (using import has been found to work) - Scripts should no longer be loaded multiple times
- Loaded scripts get traced once more
- Scripts no longer have to be at the root or in only 1 sub-folder of the scripts folder in mods or in the assets folder
- Removed custom variables for different classes in
- FileManager uses PosInfos for several functions
- Worldmap overhaul
- (Source) Using
Global.DEBUG_BUILD
instead ofSLGame.isDebug
- The volume now is set as the last saved audio setting
- (Source) Instead of using
FlxG.keys.
every file uses one of theGlobal.key
functions - (Debug only) The titlestate now has a
DEBUG
intro state that waits a second before actually starting the intro sequence - The screenshot plugin now has (probably) everything as a static var/function
- SparrowSprite uses the file manager's
getSparrowAtlas
function - Several states now use the
switchState
function from Global - Global now has a
switchState
function
What's Changed
- Sticker packs by @sphis-Sinco in #28 (Stickers scrapped)
- [BUGFIX]: Random Sticker Pack null access by @sphis-Sinco in #31 (Stickers scrapped)
- [FEATURE] Skip Cutscenes by @sphis-Sinco in #32
- [QUALITY OF LIFE] control manager by @sphis-Sinco in #33
- [FEATURE] Worldmap OVERHAUL by @sphis-Sinco in #36
- [FEATURE] Stage 5 by @sphis-Sinco in #37
Full Changelog: 0.4.3a...0.5.0a
Files
sinco-and-portilizen-web.zip Play in browser
Version 0.5.0a 4 days ago
SAP-MacOS 62 MB
Version 0.5.0a 4 days ago
SAP-Linux 67 MB
Version 0.5.0a 4 days ago
SAP-Windows 62 MB
Version 0.5.0a 4 days ago
Get Sinco and Portilizen
Sinco and Portilizen
3 years
Status | In development |
Author | Sinco |
Tags | 2D, Indie, No AI, Pixel Art, Retro, Singleplayer |
Languages | English, Spanish; Castilian, Spanish; Latin America, Portuguese (Brazil) |
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