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As usual this update contains new levels and several bug-fixes. Lets start with the new levels.

In this level the momentum of a falling frame has to be used to cross a gap. There is already a level based on a similar idea. However, here the paint gun has to be used to "reuse" the falling frame.


The central idea of this level is a cube inside a rotated frame. This results in kind of a Möbius band like structure that needs to be used to change gravity.


Here frames are arranged in a cube structure, which results in all three spatial directions being "periodic". I like this level because it appears to be very complex at first sight, but actually reveals a rather simple regular structure once you play it (I hope).


In this level you need to get bigger and bigger to be able to carry bigger and bigger cubes. This level is, so far, the most extreme usage of the scaling-mechanic, with the size-difference between smallest and biggest being a factor of 40.



Here, the player needs to exploit the fact that objects can be grabbed through fences.


And this is a "tutorial-level" teaching the player that buttons can be pressed through fences.

And here are the bug-fixes and improvements:

  • When there aren't enough rendering passes available then rendering through some frames needs to be faded in or out. A bug made that fading erroneous resulting in blinking. Mostly fixed
  • That fading was achieved by clipping pixels in a random pattern. The fading is now done using transparency, which is a lot more pleasant to the eye. 
  • The objects illustrating collision with open frames weren't properly despawned in some cases. This could potentially lead to thousands of those objects being spawned. Fixed.
  • Carrying objects didn't work properly when falling down very fast. Fixed. 
  • There were clipping issues when standing exactly in the middle of a frame. Fixed.

Get Frame - Portals on Steroids

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