	Dumpy 
& Bumpy
(c) 2021 Programancer
Published by Screenwave Media

Please view in-game credits for full list of credits

Thank you YellowAfterlife - execute_shell_simple.dll (https://yellowafterlife.itch.io/gamemaker-execute-shell-simple)

-Change Log-

2.0.3.3 - "Spit-Shine Update"
-A partnership with Screenwave Media is now reflected in new splash screens
-The resolution of the game has been fixed to be 16:9 (instead of 16:9.6, which was a dumb oversight from early on in development)
-As a result of the above change, a number of UI elements have been adjusted.
-Spike sliders no longer start moving on the first frame of detecting the player- instead they shake for 12 frames before moving, allowing you to walk past them within a 16px gap. This was done because they were triggering on 4-6 despite attempting the level as intended. They were not supposed to slam toward you if you enter a portal in their path. Adding a delay fixes this.
-Along with the spike slider change, a bug where they could teleport through a portal when they're not moving has been fixed.
-Pro time for 8-5 has been increased by 1 second (as it would be impossible unchanged with the slider's functioning differently)
-The timer for levels no longer starts as soon as the level starts. Instead it waits for the player to make an action first. I had intended on adding a pause feature inside of levels, however structurally the game isn't set up for that- it would require a pretty in-depth rewrite of every motion based action and a lot of testing after each change (SORRY). This is a happy medium, and it kind of suits the game well!
-A spicy tip has been added to 2-6 mentioning that the timer won't start until you move
-A spicy tip has been added to 2-9 mentioning that Spike Sliders can start on redirect arrows.
-Level 1-10 and 4-6 have been renamed to better reflect the solution.	
-Player 2 has full menu control. They can also now restart or go back to the overworld from levels. Sincerest apologies if this annoys some older siblings.
-Along with menu control, Player 2 can now select levels from the overworld.
-World maps have been adjusted/cleaned up, and in some cases additional animation and polish. Lots more flare.
-World 3 has been completely remade, as it was far from my favorite.
-"PAR" times have been relabeled to "PRO". They were never meant to be an indication of how quickly you should beat it casually, but rather how quickly you should be able to beat it if you're familiar with the puzzle and skilled in the mechanics.
-Level 1-8 has been adjusted to be less boring for two players. While not every level is going to be super engaging for multiplayer, it wasn't a good first impression as it was.
-Fonts have been expanded to support additional languages. 
-Strings have all been externalized to allow for easier localization.
-Fixed an issue where the description bar in the multiplayer menu didn't move off screen when starting a battle.
-Removed the 2nd Spike Slider from 4-10.
-Spaced out the runway for the spike slider in 4-10.
-Analog input has been added. The left analog stick just acts as a second D-Pad.
-An issue with ghosts not properly seeking a new target after their original one is defeated has been fixed. They now seek out the other player once their original target has been ghosted.
-In line with the above fix, ghosts no longer seek the coordinate where their target was picked up by another player. Instead they'll seek out the player that picked them up.
-Teleporting into a world (world 1 to world 2 for example) would originally show you the label of the return portal, which was confusing, because the first thing you're greeted with is a World name, and then the return portal label above showing the previous world's name. To fix this, I've made the portal you start on when arriving in a world not show a label until all players have left the portal and subsequently walked on it again.
-Due to the overwhelming urge to make Dumpy & Bumpy talk to one another when playing Co-Op with the attack button, puzzles with the "No Bites" objective will no longer automatically fail when you bite. Instead the bite no longer does damage
-Fixed a bug where a spawning player in vs mode would only destroy one block obscuring their spawner instead of all of them.
-Fixed a small quirk where the player's momentum after selecting a level while sliding on ice would carry over after leaving/winning the selected level. Only applies to World 7.
-Fixed a major bug where a player could use another player to clip through a wall, and then proceed to destroy the wall by picking them up.
-As a result of the above change, pushing players has been refined. Pushing no longer affects momentum, and instead is a nudge. The visuals are also less shaky.
-Tiles that bounce out of bounds will no longer bounce back and forth infinitely. Instead they will expode if they try to bounce out of bounds more than once.
-Credits have been updated to reflect Screenwave Media, and display positions have been adjusted slightly to be more centered.

2.0.2.1
-Fixed a bug where certain sounds would still play full volume regardless of the sound volume settings

2.0.2
-Improved the controls. The button to pick up a block is now also the throw button, instead of the attack button.
-New option to remap the controls, replacing the Patreon/Ko-Fi/Itch links that appeared when not running through Steam.
-Press F1 at any point to reset key/button assignments.
-Similar to charging an attack, carrying an object now shows a small crosshair showing where it will land when you throw it, preventing some precision annoyance that shouldn't exist.
-Fixed an oversight in thrown block behavior. Normally, if a block lands on another block, it checks to the sides and behind to see if it's on the edge, and it'll land snuggled up to the block it landed on. It didn't do this going forward originally, and instead jumped ahead a full tile, leaving a gap between the block it bounced off of and where it settled. It no longer does this, and now lands snuggled up.
-Some elements of the options menu weren't moving off screen when transitioning to view the controls splash. This has been corrected.
-You can now unassign a controller/remove a player by pressing Select on the controller in the Overworld Menu while highlighting the controller assignment option. This button is always select, regardless of controller mapping as it refers to a controller that's unassigned, similar to how the escape button will always open the overworld menu (as a backup allowing you to assign/unassign a controller)
-Pressing ESC will close the game on the title screen.
-Changed "Press (enter/start) to Begin" on the title screen to "Press (Any Key/Button) to Begin"
-Added an option to turn off background animation. This only really applies to World 3, which has animated waves that may cause motion sickness.
-Removed a function I made for testing purposes that I accidentally left in, allowing you to skip puzzles without completing them.

2.0.1
-Steam integration
-Fixed bug where fullscreen settings wouldn't save but scaling would
-Idle spike sliders will destroy blocks that land on them instead of sitting on top of them until active.
-Tweaked 1-10 to make the intended mechanic more clear
-Removed links in menu when Steam is running for Steam compliance

2.0.0
-Complete overhaul
-7 new music tracks
-30 new levels
-4 new level themes
-4 new multiplayer levels
-Overworld system implemented
-Added Trophies
-Added "Par Time" to levels for players to beat
-Physics changes
-Tips added to certain levels
-Main Menu changed
-More Options, including turning on/off Spicy Tips, and setting controller priority (P1 is keyboard by default)

1.1.0
-Updated level selection menu
-Fixed issue where the Battle Mode button would allow you to hold the input to keep going back and forth between menus

1.0.0
-Release Build
-Additional polish all over to make it nice and shiny for release

0.9.3
-Release Candidate
-Added Multiplayer VS mode and polished level transitions
-Fixed bug allowing you to walk through bombs when they first explode without damage
-Fixed bug where multiple room transition objects were active at one time

0.9.2
-Players can now lift and throw one another
-Fixed bug where charge attack indicator doesn't disappear

0.9.1
-Changed Spike Slider seek method, solving an issue of them not functioning properly with 2 players
-Changed Teleporter collision box to be slightly wider and taller

0.9.0
-Changed Spike Slider seek width from 1px from center to 6px from center
-Changed puzzle 45 to work with Spike Slider seek width