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Mixolumia - Version 1.3.1
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Copyright Dave Hoffman (davemakes) 2021
www.davemakes.com
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Thanks for supporting my work!
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Hi, Dave here! Thanks for checking out and supporting Mixolumia.

Here's some info to get you started:


--- IMPORTANT BUTTONS ---
CTRL + ENTER - Toggle fullscreen mode
F12 - Take screenshot

Screenshots are located here:
WIN: %LOCALAPPDATA%/Mixolumia/screenshots/
MAC: ~/Library/Application Support/com.davemakes.mixolumia/screenshots/


--- CONTROLS ---
Z and X - Rotate the block
Left and Right arrow keys - Move the block
Down arrow key - Slam the block down
ESC - Pause menu


--- ALT CONTROLS ---
J and K - Rotate the block
A and D - Move the block
S - Slam the block down
TAB - Pause menu


--- XBOX Gamepad Controls (only tested on Windows, sorry!) ---
LB and RB - Rotate the block
Left and Right on D-Pad or Left Analog Stick - Move the block
Down on D-Pad or Left Analog Stick - Slam the block down
Start - Pause menu


--- Creating Custom Color Palettes ---
Find detailed instructions at https://mixolumia.com/colors/

You can create custom color palettes! You will need to edit the following file...

WIN: %LOCALAPPDATA%/Mixolumia/user_palettes.ini
MAC: ~/Library/Application Support/com.davemakes.mixolumia/user_palettes.ini

** You may need to run Mixolumia once to generate this file. **

There are six hexadecimal colors in a Mixolumia palette. The format for the .ini file goes like this:

[0]
name=Example Title
author=your name
0=000000
1=1d2b53
2=fff7f2
3=ffec27
4=29adff
5=ff004d

[1]
name=Another Example
author=your name
0=fff1e8
1=f0d4d3
2=1d2b53
3=ffa300
4=29adff
5=ff004d

The colors correspond to these game parts:
0: Background
1: Game Board
2: Empty Block and Text
3: Filled Block and Selected Text
4: Hole Block
5: Target Block

Pro Tip: Colors 0 and 1 should have pretty low contrast with each other or else it will be hard to see the pieces when things get wild.

Make sure that each entry has a unique number, and there are no breaks between numbers. Show me your color palettes, and maybe I'll include them in future releases!


--- Creating Music for Mixolumia ---
You can make your own music for Mixolumia! Check out the documentation at: https://www.mixolumia.com/makingmusic/


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VERSION NOTES
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December 27, 2021 - 1.3.1
- Consolidated menus, made profile selection less prominent
- New players start with a default profile
- Players can now edit profile names
- Hopefully addressed text positioning issue

December 14, 2021 - 1.3.0
- Support for aspect ratios beyond 16:9 and pixel-perfect scaling
- Preview color palettes before switching so flipping past light palettes doesn't burn your eyes out
- Preload soundpacks for better performance
- In-game discord link
- Settings in endgame menu
- Option to pick a new track when game ends
- Show currently falling blocks at the end of impossible mode

January 19, 2021 - 1.2.6
- New music by Jasmine Cooper!!
- Fix timer display bug after 1 hour
- Make sure user soundpack directory exists
- Various bug fixes

December 6, 2020 - 1.2.5
- Rolled back GMS runtime to hopefully help Windows stability

December 4, 2020 - 1.2.4
- Impossible mode bug fix
- Fix screenshots on Steam
- Fix start loop playing twice if you pause right when game begins

November 30, 2020 - 1.2.3
- Impossible mode tweaks and bug fixes
- Separate Impossible mode leaderboard
- More color palettes
- Added beta tester names to credits

November 29, 2020 - 1.2.2
- Impossible mode (secret! only for hardcore players)
- Save and upload steam scores when offline
- key mapping save confirmation notification

November 24, 2020 - 1.2.1
- Leaderboard fixes and polish
- Added leaderboard rank to endgame menu screen

November 19, 2020 - 1.2.0
- Steam achievements
- Steam cloud saves
- Steam leaderboards
- Added more color schemes
- Pause game when window is not in focus
- Text description fixes
- Fixed bug in rush when you drop a piece on the very last frame

September 23, 2020 - 1.1.0
- Keyboard and Gamepad remapping (this took FOREVER)
- Organized settings menu into pages
- DAS (Delayed Auto-Shift) options for better gamepad experience
- Playstation controller button sprites

August 31, 2020 - 1.0.7
- Major engine update
- Improved file saving
- Selection wrap on some menus
- Just a bit of wiggle room to keep rotating a block before it locks in
- Game should now handle missing sound files without crashing
- Soundpack error reporting on soundtest screen
- Escape key quits game on title screen
- Automatic gamepad switching, playstation controller support
- Optional controller rumble for some supported gamepads
- Descriptions on settings page

August 23, 2020 - 1.0.6
- Fixed bug that wouldn't allow soundtest to be enabled
- Once soundtest is added to save file, can then be toggled in settings menu
- Fixed color glitch in soundtest loop progress bar

August 21, 2020 - 1.0.5
- Fixed crash when mashing ESC key during game fade-in
- Adjusted game timing issues on slower machines
- Backup save files to protect in case of crashes during saving
- F12 for screenshots

August 13, 2020 - 1.0.4
- New color palettes
- Color palette authors displayed
- Game no longer starts in fullscreen if you have fullscreen setting off
- Bugfix: Precise timer no longer rounded in rush mode
- Bugfix: Pressing pause on gamepad to exit settings menu works correctly now

August 10, 2020 - 1.0.3
- Changed a couple names in credits
- Bugfix: Total clears stat was a totally wrong number (oops)
- Bugfix: Combos count stat was way overinflated (oops again) and will be reset to 0 (sorry)

August 6, 2020 - 1.0.2
- Bugfix: Backing out from credits screen shouldn't crash game now
- Option for precise timer (for speedrunners, I guess!)

August 5, 2020 - 1.0.1
- Bugfix: Mode selection was showing the wrong scores
- Bugfix: High score progress bar was 1px out of place on mac

August 3, 2020 - 1.0.0
- Out of early access!! Scary!
- Tweaks to Rush and Summer Shower tracks
- "Minimum" sound pack
- Game volume settings
- Limit Intense mode to 450 clears (now a marathon instead of endless)
- Record and save player stats
- High score and stats screen
- High score progress bar during gameplay
- Better failure sfx
- Display combo size next to score
- Menu and UI tweaks
- Updated color palettes, improved contrast on some
- Updated credits
- Bug fixes

June 20, 2020 - 0.4.0
- Added Josie's music!!!
- Song selection menu + album art
- Separate music for Rush mode
- Bug fixes (including major combo bug... oops! look forward to higher scores now)
- Menu music
- UI polish
- App icon

April 16, 2020 - 0.3.2
- Secret music development tools
- Music progression bug fix

April 5, 2020 - 0.3.1
- Photosensitivity warning
- Settings to toggle particle, ripple, and flashing effects
- Adjusted audio level of clear sounds

April 4, 2020 - 0.3.0
- Player profiles
- High Score Saving
- Bloom effects
- Additional particle effects
- Effects ramp up as you play
- Menu improvements
- Game completion music
- Combo sounds and effects
- Default music gets really exciting now
- Ability to load additional music packs
- Additional color palettes
- Bug fixes
- Music pauses with pause screen

October 24, 2019 - 0.2.1
- Movement speed setting
- Timed mode
- Display button names for controller input
- Secret demo mode (not available in public release)

September 26, 2019 - 0.2.0
- Dynamic music system
- Rough draft background music
- Menu after game ends with "restart" option
- Reverted number of block clears needed for level up (previously 60, now back to original 30)
- Marathon mode requires half as many block clears to finish (now 450)
- New smaller secondary font in UI (thanks Daniel Linssen)
- New color palettes
- Added new patron names to credits

June 22, 2019 - 0.1.4
- Added game credits
- User settings saving/loading
- Fullscreen setting
- Board shake setting
- Drop preview opacity setting
- Next block location setting
- Color palette setting
- A bunch of color palettes

May 21, 2019 - 0.1.3
- New Game Modes added
- Marathon Mode ends the game at 900 blocks cleared
- Intense Mode starts the game at level 15
- Relaxed Mode halts dropping speed, clears board when it fills up

April 22, 2019 - 0.1.2
- Some barebones menus
- Pause functionality
- Speed increases on a nice smooth curve, doesn't suddenly feel ridiculous at a certain level
- Levels require 60 blocks to pass (previously 30)
- Combo multiplier now only applies to currently breaking blocks, not retroactively to previous blocks in the combo
- Allow for manual window resizing (pixels gonna look funky though)

April 14, 2019 - 0.1.1
- Adjusted scoring to cap combo multiplier and uncap level multiplier
- Decreased movement speed slightly
- Fixed dropping speed reset bug when starting new game