This fixes CCLP5 level 25 (and I think one or two others) by introducing
a new item, the dormant bomb, which turns into a regular bomb when
something moves off of it.
Other accumulated tileset touchups that snuck in:
- Recolored the canopy to hopefully look more like a tent
- Lightened slime by one shade
- Made the custom green floor colors clash less, and lightened the
yellow floor grout
- Removed the shadow from the pause stopwatch, and lightened the other
two, to better distinguish their different behavior
- Added little rivets to steel walls
- Made the symbols on the sokoban blocks easier to see
- Lightened the blue and red keys to match the shade of the other two,
and also hopefully make them easier to see atop water and thieves
- Shrank the railroad crossing sign slightly
- Added laces to the hiking boots
- Added shading to the bowling ball
- Removed the shadows from the actor versions of the bowling ball and
dynamite
- Darkened the dynamite item to better distinguish it from active
dynamite
- Lightened the blue teleporter exit so it doesn't look too much like an
inactive red teleporter
- Improved the gradient on the beetle
- Made the hint tile look recessed like CC2, to better convey that it
blocks some actors
- Added art for some possible tiles: rainbow teleporter, toll gate, nega
heart, phantom ring, feather
Most prominently: the red/blue teeth now have slightly different
designs, as do the green/purple toggle walls, which should make them
more colorblind-friendly.
Also some other minor stuff.
When placed atop an item, you must have that item to enter the tile. When you do, pay the item and destroy the item lock. Also can be placed on top of a bonus, and you must pay that amount of bonus to enter.
When activated, every terrain/item on the surrounding four tiles in the entire level becomes the terrain/item one clockwise. Adjacent tiles with a 'no sign' on them are ignored. Two of the same tile in a row mean that tile will not be transformed and will stay as-is.
- Added the active player background
- Added bomb fuses (though LL doesn't use them)
- Added CC2-style double-size blob and walker (though LL doesn't use them)
- Added the rover's directional overlay
- Added custom push animations
- Added custom bouncing heart animations
- Added a puff when opening a door or socket, or revealing a fake floor
- Fixed the rover's animations being a bit mixed up
- Fixed player walk animations occasionally being glitchy
- Touched up the fake floor x-ray tile
- Touched up the canopy x-ray tile
- Touched up the purple ball's shadows
- Touched up the transmogrifier and transmogrify flash
- CCLP1 #81 requires pushing blocks off of blue walls, which is
impossible in CC2 but allowed in TW Lynx (unclear if this is a lynx
behavior or a tw bug)
- CCLP1 #89 has a tank start on a recessed wall and drive off of it,
expecting the recessed wall to be left alone, but under CC2 rules it
becomes a wall; such walls are now automatically converted to a new
tile, the "doubly recessed wall", which restores the expected behavior
without changing how recessed walls work in general
- CCLP4 #135 expects pressing a blue button to not affect blue tanks
that are currently in mid-slide
In addition, the behavior of blue buttons now matches the Lynx/Steam
behavior: the press is stored as a flag and queued until the tank is
next able to move.