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Updated version number to v0.3.7
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Coolcord committed Apr 29, 2020
1 parent 77842fa commit 49341e9
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Showing 5 changed files with 11 additions and 10 deletions.
2 changes: 1 addition & 1 deletion Common_Files/Version.h
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Expand Up @@ -4,7 +4,7 @@
#include <QString>

namespace Version {
const static QString VERSION_NUMBER = "0.3.7-dev";
const static QString VERSION_NUMBER = "0.3.7";
const static QString VERSION = "v"+VERSION_NUMBER;
}

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5 changes: 4 additions & 1 deletion Doc/Changelog.txt
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@@ -1,4 +1,7 @@
Next update (v0.3.7)
Next Update (v0.3.8)
Nothing here yet :(

Improved Level Distribution (v0.3.7)
+ Larger games (about 10+ levels) are now more uniformly distributed across the entire game. This means that it will now be impossible to get an entire world full of an uncommon level type.
+ Smaller games now limit how many levels of one type can be created based upon commonality. There is a limit of 1 level per game for rare and 2 levels per game for uncommon.
+ Added support for completely random level distribution
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6 changes: 3 additions & 3 deletions Level-Headed/Build_Scripts/Unix/Compile_Level-Headed.sh
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Expand Up @@ -20,11 +20,11 @@ git clone https://github.com/Coolcord/C_Common_Code.git
# Revert to stable code
if [ -z $1 ] || [ $1 != "latest" ]; then
echo Using stable code...
cd Level-Headed/; git checkout tags/v0.3.6-1 &> /dev/null
cd ../Level-Headed_Data/; git checkout tags/v0.3.6 &> /dev/null
cd Level-Headed/; git checkout tags/v0.3.7 &> /dev/null
cd ../Level-Headed_Data/; git checkout tags/v0.3.7 &> /dev/null
cd ../Hexagon/; git checkout b6fe2de33ebefc600f3b77bd823e2eb52d05dd06 &> /dev/null
cd ../Sequential_Archive/; git checkout 4c64c933127554aa6dec4f26f03c786f1756764e &> /dev/null
cd ../C_Common_Code/; git checkout 1ed9bdbac0123fd7dfede3862deb7e5dbe1318ad &> /dev/null
cd ../C_Common_Code/; git checkout f1ac19ea34bec669a1d0dce18214d2595170b7f8 &> /dev/null
cd ..
else
echo Using latest code...
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!define APP_NAME "Level-Headed"
!define COMP_NAME "Coolcord"
!define VERSION "0.3.6.1"
!define VERSION "0.3.7.0"
!define COPYRIGHT ""
!define DESCRIPTION "Random Level Generator"
!define LICENSE_TXT "C:\Installer\LICENSE.txt"
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File "C:\Installer\Files\qt.conf"
File "C:\Installer\Files\Qt5Core.dll"
File "C:\Installer\Files\Qt5Gui.dll"
File "C:\Installer\Files\Qt5Network.dll"
File "C:\Installer\Files\Qt5Widgets.dll"
SetOutPath "$INSTDIR\Data\SMB1"
File "C:\Installer\Files\Data\SMB1\Graphics.sa"
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Delete "$INSTDIR\qt.conf"
Delete "$INSTDIR\Qt5Core.dll"
Delete "$INSTDIR\Qt5Gui.dll"
Delete "$INSTDIR\Qt5Network.dll"
Delete "$INSTDIR\Qt5Widgets.dll"
Delete "$INSTDIR\Data\SMB1\Graphics.sa"
Delete "$INSTDIR\Data\SMB1\Music.sa"
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4 changes: 0 additions & 4 deletions README.md
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Expand Up @@ -40,10 +40,6 @@ Random Level Generator and Level Script Compiler for Super Mario Bros. 1 on the

A: There's a tutorial on how to do that on the wiki [here](https://github.com/Coolcord/Level-Headed/wiki/How-to-Add-Your-Own-Graphics-and-Music-Into-Level%E2%80%90Headed).

**Q: I set a level type to uncommon, but I got it multiple times in a row! Is this a bug?**

A: Technically, no. For now, when the level generator goes to generate a new level, it does not care what kind of level came before or what will come after. All it cares about is the percentage chance that it calculates based upon the weights the user provides. Think of this like rolling a dice. There's nothing stopping you from rolling four 1's in a row, though it's unlikely to happen. You can read more about commonalities [here](https://github.com/Coolcord/Level-Headed/wiki/How-Level%E2%80%90Headed-Works#commonalities). I may rework this system in the future, as many people seem to expect it to work differently. For now, just try dropping what you don't like to "Rare" as that'll make a difference.

**Q: There's no variety!**

A: Bear in mind that Level-Headed is only v0.3, so it's only a fraction of what I have planned. Think of current releases as a preview of what's to come. With each update, this will become less and less of a problem.
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