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Releases: kaniansky/tunneler

v1.2.3

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@github-actions github-actions released this 30 Oct 06:26
87ef2e0
  • Language is a category of Settings: every language in a list in its own name, the one in use checked (room for
    more languages).
  • Quality auto remembers the step it ended at: a device too slow for full 3D starts the next visit there instead of
    stuttering through the first seconds again.
  • Screenshot tools: the map picker, the 3D team game and the score are made by readme-screenshots.js too; the Google
    Play screenshots hold keys for game steps.
  • Online: a slow page catching up with its match ("Catching up with the game...") no longer leaves the match when its
    player presses fire (Enter / Space chose "Back to the list of games") - on that screen over a running match only
    or a click leaves. A player still catching up after 30 s, or leaving while catching up, is reported (error
    reports).

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.2.2...v1.2.3

v1.2.2

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@github-actions github-actions released this 29 Oct 21:12
4f3d4d4
  • 3D is the default (Settings, Graphics, modern: Depth). A device that can't draw it plays in 2D - Settings says
    so, and the page reports it - and with Quality auto, a device too slow for 3D even at low quality plays in 2D too.
    A Depth saved by 1.2.0 together with another setting counts as not chosen: 3D.
  • Error reports kept: the pages' error reports and the server's own errors are kept grouped (by place and message,
    with counts, versions and the last time) in the server's storage, so they survive a restart; ERRORS_TOKEN turns
    on reading them (GET /api/errors, README "Hosting").
  • ?lang= in the address (the homepage's Play links) is taken out of it once read: a language chosen in Settings
    stays after a reload.
  • README, homepage and Flathub screenshots made again, mostly in the modern look in 3D (the original look where it
    is the point); the quick play caption says computer tanks fill the other seats.

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.2.1...v1.2.2

v1.2.1

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@github-actions github-actions released this 29 Oct 19:56
9d47467

Plays with 1.2.0 (the game is unchanged).

  • On Flathub: flatpak install flathub com.kaniansky.Tunneler, and software managers such as GNOME Software,
    KDE Discover and Linux Mint's find it. Its page: a shorter summary, the icon's earth colors, current screenshots.
  • Flatpak: its content rating says the chat is moderated (the host deletes messages, kicks players).
  • The Linux icon (.deb, .rpm, AppImage, Flatpak) leaves a margin around the rounded square, like other apps' icons.
  • README and homepage: installing from Flathub.

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.2.0...v1.2.1

v1.2.0

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@github-actions github-actions released this 28 Oct 20:55

Online play needs 1.2 on every side (the computer tanks, generated maps and the protocol changed): a 1.1 app or page
is asked to update. Replays recorded by 1.1 are listed gray: they can be saved as a file or deleted, not watched.

  • 3D graphics (Settings, Graphics, modern: Depth 2D / 3D): the world raised - dirt, rock and base walls with
    height, tunnels carved into the ground, tanks as 3D shapes, shadows - seen from straight above, so every view shows
    exactly what the 2D one does. Tunnel edges smooth: sculpted terrain; pixel (the retro style): voxel blocks.
  • Computer tanks no longer park (extended games): a remembered enemy that isn't where it was is forgotten or looked
    for instead of waited for on a firing line (up to ~20 s with line of sight), and a retreat ends once the shield is
    back to 8000 instead of full. Computer tanks stand about half as long: 24 % -> 12 % of their time in all-computer
    matches, with line of sight 39-45 % -> 13-19 % (king of the hill, capture the flag, deathmatch). The classic game's
    computer player is unchanged.
  • Computer tanks low on energy or shield hide in a base behind its walls (extended games): not in the middle, in line
    with the doorways, but where the shots the threat can send in through a doorway don't reach - the corner nearest to
    it, behind the walls between them. A retreat for energy alone goes to the nearest base it can refuel at (any base
    refuels, more slowly than its own) instead of always home: on a large map the last two tanks no longer turn back
    for home before ever meeting. Base siege: a computer tank no longer goes back and forth between the firing spot at
    a base and a spot to fight its owner from. Leaving another tank's base, a computer tank goes out through the doorway
    its way on leads through (it went out of the top one, back in, out again - for a minute).
  • Replays play only in the version (major.minor) that recorded them: another version's are gray in the list with
    the version that recorded them, can be saved as a file or deleted but not watched or shared, and their links say so.
  • Replays are no longer saved by themselves: after a match "Save the replay" (skirmish / split screen: under Watch
    the replay; online: in the game's lobby) saves it; Settings, Gameplay, "Save every match: On" saves every one as before. Watch
    the replay works without saving. The daily challenge's are always saved (your result is sent from it).
  • Settings: Gameplay instead of Display - fullscreen, screen size, tank colors, the preferred color (from Online)
    and Save every match. Menu values start with a capital letter like their names (Map size: Medium, Computer (Easy),
    Team 2).
  • Generated maps (skirmish and online games): the Map setting can be a kind of world made anew for every match -
    Fortresses, Arena, Highlands, Caves - with a fair layout (symmetric; an odd number of tanks gets a base more) or a
    natural one. Teammates get bases near each other on every map. Instructions / Information explain them.
  • Map picker: Show generated maps (Original - the original game's random world -, Fortresses, Arena, Highlands,
    Caves; Layout), your maps or the gallery; the selected map's picture framed, with the switches and Back in a box
    under it. Making a new map can start from a generated world (its kind, bases and layout).
  • The skirmish lobby always shows the map (an example of the original game's world or of a generated kind; your
    map), framed. In an online game's lobby the Map row shows the map to everybody (); the host's still opens
    the map picker.
  • Teammates are marked in the views: a small triangle in their color over their tanks (team games; Settings,
    Gameplay, "Mark teammates", on by default; both looks, 2D and 3D) - enemies have none.
  • Split screen's info on the main menu shows the keys as set in Settings, Controls.
  • After death with one view (View: self) and After death: teammates / others, your left / right keys (Settings,
    Controls) or a tap near the side of the screen switch which tank you watch.
  • Capture the flag: the flag pole is white again (pink since the new tank colours).
  • Base siege: a destroyed base's walls vanish (open ground) instead of turning to dirt.

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.1.7...v1.2.0

v1.1.7

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@github-actions github-actions released this 28 Oct 15:52
  • Logged in, your maps, replays and settings are kept with your account on the game's server: every device you log in
    on (browser, desktop app, Android app - with a password or Google Play) has them, and a map or replay deleted on one
    is deleted on the others. Deleting the account deletes them too. Hosting: kept in the accounts' storage
    (S3_BUCKET_ACCOUNTS / DATA_DIR/accounts), no new setting (docs/v6/CLOUDSAVE.md).
  • Online game lobby: the host can delete a chat message ("Delete a message" under "Kick a player": the chat's last
    messages, twice) - it shows as deleted for everybody, also to whoever joins later. Kicking a player
    deletes their messages too. A kick stays for good: the kicked player (their account, or their browser without
    accounts) can't come back to that game. Not in quick play (as kicks). A 1.1.0 - 1.1.6 page keeps showing a deleted
    message until it reloads.
  • Modern look: the game modes' marks show in the views again - king of the hill's ring, the flags, gold, infection
    and siege marks (the modern look drew the world without them). King of the hill's ring is white again while nobody
    holds the hill (it turned pink with the new tank colours, as if PINK held it).
  • The score during a match: hold Tab - a gamepad's Back / Select, the new SCORE button on a touch screen - for the
    round, every player's or team's rounds won and the game mode's score, and the game's settings (players only; a
    spectator's Tab still switches the views). Tab no longer fires (it was one of BLUE's extra fire keys; online it never
    was) and can't be assigned to a tank in Settings, Controls.
  • Modern look: a game mode's number (seconds held, gold, kills...) and the round clock's last 30 seconds are at the
    right end of the energy / shield panel - they covered its percentages.
  • Homepage: the banner under the screenshot names the latest release (it said "Tunneler 1.0").

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.1.6...v1.1.7

v1.1.6

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@github-actions github-actions released this 28 Oct 13:48
  • Hosting: each kind of data the server keeps - shared replays, shared maps, accounts, the daily leaderboards, the
    games handed over on a restart - in a bucket of its own (S3_ENDPOINT, S3_ACCESS_KEY, S3_SECRET_KEY,
    S3_REGION, S3_BUCKET_REPLAYS / _MAPS / _ACCOUNTS / _CHALLENGES / _STATE), else in its folder in
    DATA_DIR (default data/; Docker /app/data). One bucket for everything let the replays' "delete after 90 days"
    rule delete shared maps and unused accounts too. The old REPLAY_S3_*, REPLAY_DIR, MAP_DIR, ACCOUNT_DIR,
    ACCOUNT_S3_BUCKET and STATE_DIR are gone (README.md, Hosting) - the server's log warns when one is still set.
    Moving an existing bucket's data: accounts account-<x>.json -> <x>.json (accounts' bucket), the leaderboards
    challenge-<day>.json.gz -> <day>.json.gz (challenges' bucket), shared maps <id>.map (maps' bucket); a Docker
    volume mounted at /app/replays -> /app/data (its files in replays/, maps/...). tools/migrate-buckets.js
    copies a 1.1.5 bucket's objects into the new buckets (a dry run first; --go copies).
  • Map gallery (Maps, Map gallery): the maps players published on the server, the newest or the most played first, each
    with a picture of the map. A published map can be added to your maps, played in a skirmish or linked; a map's screen
    has "Publish to the gallery" (and "Remove from the gallery" for your own). Only a map that can be played is published.
  • The Map setting (skirmish, the online game's host) opens a map picker: random, your maps or the gallery's, with a
    picture of the selected one; Left / Right still step through your maps. A map that can't be played (too few bases, a
    base a tank can't reach) isn't offered.
  • Skirmish on a phone held upright: the settings are on the skirmish's screen (no separate Game settings screen), all
    of it fitting the phone.
  • An older server has no gallery: the picker and the gallery say so, everything else works.
  • After a skirmish or a split-screen match the menu has "Watch the replay" between Rematch and Back: the match's
    replay, whose Back (or Esc) returns to the skirmish's / split screen's settings.
  • Replays: the list's GAME column shows the skirmish's mode ("Capture the flag", "Daily challenge"...) instead of just
    "Skirmish"; a replay's screen says both ("Skirmish, capture the flag").
  • Watching a replay or an online game as a spectator: the views and the status line under them no longer run past the
    bottom of a wide window.
  • The game's engine plays only the match now: the screen after a skirmish or a split-screen match (statistics, Rematch,
    Watch the replay, Back) is the page's own menu, and the Instructions / Information pages need no engine. Every match
    plays exactly as before: online games with 1.1.0 - 1.1.5 pages and old replays are unchanged.
  • Phones held upright: the replays, the maps, the map gallery, the list of games and the daily leaderboard fit the
    screen - only their list scrolls. A menu item's description also shows while a finger holds the item.
  • Skirmish: the chosen map's picture under the players, the Game box under the settings. Map pictures show only the
    inner edge of the map's rock frame.
  • Online game's lobby: the chat under the players, the Game box under the settings; the watchers are the players
    box's last row ("Watching: Anna, Ben +3"), the players box as wide as the chat (its columns spread out); View - your
    own choice of what you see - is in the Settings under View limit, always shown ("View: self" grayed when the room
    allows nothing else). On a phone the lobby's boxes follow one another without an empty row between them.
  • Player names up to 16 columns (were 12; an account's username stays at most 12 - a display name may have 16).
    Where there is less room - the statistics, the rounds list,
    the round title of 5+ teams, the leaderboard, a phone's lobby - a longer name is cut.
  • The page draws with one canvas (was two, four with modern graphics): the game, the menus and the status line are
    layers of it. Modern graphics draw the menus from what the menu says it is (its boxes, title, highlight, rule)
    instead of guessing from the text: a red message under a menu ("Press again to delete it.") is no longer drawn as
    large as a title, and titles right above a box (the list of games) are drawn as titles.
  • A replay's screen: the players in a box of their own beside Watch / Share / Save / Delete - with 8 tanks the list
    pushed the descriptions off the bottom of the screen.
  • A setting that doesn't apply now (Friendly fire without a team of two, the map size of a chosen map, the round time
    in infection, View when the room allows only your own) shows its value gray but can be selected: its description
    says why.
  • The daily leaderboard: the "more below" arrow sits on a rule under the list (as "more above" does under the
    header) instead of on the day row.
  • Modern graphics: the RED tank's line on the round title (a skirmish, the daily challenge) is no longer drawn as large
    as a title. The game's engine draws nothing any more: a screen of its own draws what it shows (every picture exactly
    as before) and tells modern graphics what each part is - the round title's box, the menu's title - instead of it
    being guessed.
  • Split screen is a game like any other: a skirmish of player 1 (BLUE) against player 2 (GREEN) with split screen's
    settings - each player's own view side by side with their name, the settings on the round title, the rounds after the
    match. It runs the skirmish's rules (it was the 1991 game: a base's shield repair from a teammate and bases dug open
    now apply, as in every other local game). Old split-screen replays play as they were recorded.
  • The original program's own menu and pages are gone from the game's engine (the site's menus have their own).
  • The Statistics of an online game or a replay in a game mode: the mode's column (gold brought home, seconds on the
    hill, kills) shows the match's numbers (it showed 0, or the page failed for gold rush, capture the flag, infection,
    siege and survival).
  • Sound right after another screen (Watch the replay after a match, a game started from a menu) without first
    clicking or pressing a key: the page keeps one sound output for all its screens.
  • Modern graphics: a moving play screen is drawn once a frame (it was drawn twice), and a graphics card reset (the
    browser's "context lost") no longer leaves the screen black.
  • Map gallery: at most 50 maps published a day from one address; a gallery index that can't be read is reported, never
    overwritten.
  • Plays together with 1.1.0 - 1.1.5: online games and replays play exactly as before (only split screen, a local game,
    now runs the skirmish's rules).

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.1.5...v1.1.6

v1.1.5

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@github-actions github-actions released this 27 Oct 21:13
  • The map editor on a phone held upright uses the whole screen above its tools (it was a small strip at the top), and
    a map opens as far in as its height fits - the sides scroll with two fingers.
  • Modern graphics: the titles of short phone screens ("Controls", "UNSAVED CHANGES") are as large as the others.
  • Plays together with 1.1.0 - 1.1.4: nothing in the game changed.

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.1.4...v1.1.5

v1.1.4

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@github-actions github-actions released this 27 Oct 20:10
  • Screens no longer jump: Settings keeps its place whichever category is chosen (pressing one on a phone held
    sideways moved everything), the list of games stays put as games come and go, and a message or a description that
    appears under a menu on a touch screen no longer pushes the menu up.
  • A phone held upright: the screen reaches the bottom edge too (a drag starting there scrolls).
  • Map editor: with a gamepad the status line shows its buttons (A paint, Y tool, LB / RB brush, LT / RT zoom, B done).
  • Plays together with 1.1.0 - 1.1.3: nothing in the game changed.

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.1.3...v1.1.4

v1.1.3

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@github-actions github-actions released this 27 Oct 19:00

Plays together with 1.1.0 - 1.1.2: nothing in the game changed.

Phones and tablets

  • Touch controls redesigned: the joystick's ring lights the one of the 8 directions the tank goes, FIRE is a button
    with a ring inside. A new setting, Touch look: "tank" - your own tank as the joystick, drawn as the graphics draw it
    (original or modern) and turning the way you push, and a shell on FIRE.
  • While your tank is destroyed the joystick and FIRE go away. The ESC button says QUIT in a skirmish and LEAVE online.
  • Menus: no item is highlighted until a keyboard or a gamepad moves the selection (a finger held on an item highlights
    it). A drag scrolls a menu wherever it starts - the item under the finger stays highlighted and nothing is chosen;
    letting go without moving chooses the item, however long it was held. Item descriptions show only with the
    highlight; messages (an error, "Saved") always.
  • More room: no bottom line and hint, no empty strip under a menu, the screen reaches the edges of a phone held
    upright (a finger at the edge scrolls too); the map editor and a game watched (spectator, replay) are centred -
    the game you play stays at the top, above the joystick and FIRE.
  • Held sideways (and on a tablet wider than 720 pixels held upright) Settings and the skirmish use the desktop's
    boxes. The first touch on a touch laptop no longer shrinks the screen.
  • Settings, Controls: the touch controls' settings (were in Display); the keys only once a keyboard was used. A
    computer without a touch screen shows no touch settings.

Menus

  • Every menu screen is centred vertically, on computers too (they began at the top).
  • Settings, Online, Name: the answer shows under the Name row - "saved", or why the server refused the name (another
    player's username, wrong letters). It went to the Account row's info, which isn't shown while Name is selected, so a
    refused name just went back to the old one without a word.

Maps

  • The map editor has no menu: Esc or Done goes to the map's screen, which has the map's name. Changes aren't saved by
    themselves - the screen says so, and Play, Share a link, Save as a file and Back ask to save them, revert them or
    cancel. The Edit row says what keeps a map from being played.
  • Gamepad in the editor: Y the next tool, LB / RB the brush, LT / RT the zoom (LT / RT also a replay's speed).
  • The maps list is only as wide as the longest name; "1 base", not "1 bases".
  • The editor's tool rows no longer run off the bottom of a phone held sideways or a wide, short window (also a
    spectator's status line).

Downloads: the desktop app for Windows, Linux and macOS below; play in the browser at https://tunneler-online.onrender.com/

v1.1.2

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@github-actions github-actions released this 26 Oct 22:39
  • Android: Sign in with Google Play works (1.1.1's app on Google Play was built before its Play Games project was
    set up, so it couldn't sign in). A failed Google sign-in logs Google's reason (adb logcat, tag TunnelerPlayGames).
  • Plays together with 1.1.0 and 1.1.1: nothing in the game changed.

Downloads: the desktop app for Windows, Linux and macOS and the Android app below; play in the browser at https://tunneler-online.onrender.com/
All changes: v1.1.1...v1.1.2