Note: See the new features level in the Full Editor release - now at jetpackhq.com/play-jetpack-online/editor/
This release adds full screen, which requires a higher version of Flash than Linux supports. Therefore, I've created a separate Linux release that targets Flash v11.2 - see the Linux link on the play page. You can also use this release if you are stuck with an older version of Flash Player.
* The hotkey for toggling full screen mode is HOME+ENTER. You can also go full screen from the options menu.
* Since Flash exits full screen mode when ESCAPE is pressed, you can now use the END key as well as ESCAPE
* The aspect ratio is limited to 1.2, so you'll get black bars on the right and left if you have a widescreen monitor.
I was going to add joystick support in the web game, the code is all ready to go. Unfortunately, once again Adobe has revealed how they truly suck - after announcing joystick support 3 years ago, and finally actually getting it functional in flash very recently, it turns out to only work very, very badly. The control ids they assign are a complete disaster. One joystick uses axis0 for X, and axis1 for Y, as god intended. Plug in a different one, and suddenly axis0-3 is X and axis4 is Y. One sets standard buttons to button5-8. Another uses button5-8 for the left thumb control. There is no standardization, and no way to tell the layout of a particular game controller. What a mess
The downloadable version has joystick support because I'm using the AirControl native extension, which is written by someone who obviously cares a lot more about quality than Adobe.
Really, I'm close to porting this whole thing away from Adobe. The only reason I'm hanging in there is because I still have hope for the web version.
* In perfectionist mode, checkpoints will no longer activate
* Elimated death by impact, except for crush from above
* Fixed some performance issues
* many level backgrounds desaturated, some darkened
* candy tileset: replaced licorice with white tile - recommend use of this to give candy levels more structure & contrast
* candy tileset: added candy door, and scenery tiles
* nature tileset: added water background, and many new tiles. All tilesets are pretty much done.
* ladders moved to grid 3
* many scenery tiles are now available in bg & fg
* fixed several tile group issues
* new "restartable" tile group option. If not set, when a tile group reaches its iteration total, it is done for good
* new "once only" tile group trigger option
* tile groups can now trigger sounds
* New tile group effect: "Make Dynamic". Note this won't work well with all tiles.
* SPAWNING! the "create" tile group effect can now use iterations and duration to continuously spawn anything (creations no longer fade in). If the tile already exists at that position (it hasn't moved), another will not be created. With great power comes great responsibility - don't kill the processor, because spawned things are never destroyed!
* Level notes are now shown on load
* BREAKING CHANGE: Touch switches are not longer triggered by something becoming un-trapped
* BREAKING CHANGE: Had to change weight & friction of some pushables
New Trigger Switches
There are 2 new tiles, a trigger switch and trigger touch switch, for triggering tile groups. You can now have banks of switches for controlling tile groups, and enemies/moving blocks can trigger tile groups. This greatly increases gameplay possibilities.
See the Level Editor Guide for information on using the new features.