Changelog
What has changed in Bloxma, grouped by theme.
Bloxma is in BETA. This page lists what has changed, grouped by theme. For how each feature works, see the documentation. If you find a problem, tell us.
Talegates account
- Optional sign-in. Sign in from Settings (⚙) → Talegates account. Bloxma shows a short code, you approve it on talegates.io, and Bloxma then shows your plan. Refresh plan and Sign out sit beside it.
- The editor works the same without an account. Bloxma contacts talegates.io only when you sign in, refresh your plan or sign out, plus one quiet plan check when you open the settings menu if it is due. Nothing is requested when the plugin starts and nothing runs in the background.
- Sign-in details are kept in Studio’s plugin settings and are removed when you sign out. Your password is never seen by the plugin.
Prototyping
- Select interactions directly. In Prototype mode, click a purple node or a connection line to select it, Shift+click to add more, or drag a selection box. The right panel edits one or several together, and Delete removes only the interactions, never the layers.
- Drag to a variant. Dragging a layer’s connect handle onto another variant of the same component creates a Change To interaction in one undo step.
- Fixed: interactions placed on a component instance now run when it is clicked, and instances land where you drop them.
- Fixed: a Component variant no longer looks vertically flipped after switching, and instances keep their position when you switch variants.
Layers and editing
- Undo keeps the stacking order. Delete followed by Undo now puts a layer back in the same place in the stack. Bring forward and Send backward were added to the layer menu.
- Fixed: a duplicated or repeatedly inserted layer no longer becomes resolution-dependent. Copies now move in the same units (Scale or Offset) as the original.
- Groups are editor-only. Grouping creates no Frame and changes no position or size. Ctrl+G no longer triggers Studio’s own Group.
- Anchor Position. A 3×3 control sets a layer’s anchor without moving the layer. New layers start centred.
- Distribute fixed. Layers of different sizes now get equal gaps on both axes.
- Align for components. Components can be aligned as a whole.
- Shift locks one axis. Shift while dragging chooses the axis once and holds it.
Canvas
- Free-form screens. Screens are free-standing objects on the canvas. Drag one by its title strip. New and duplicated screens find their own free spot.
- Rulers and guides. Pull guides from the rulers; Shift+R shows or hides the rulers. Guides snap to the edges and centres of objects, screens snap to guides and to each other, and right-clicking a ruler can hide or delete all guides.
- Dotted canvas background. A subtle dotted texture sits behind your screens. It is only an editor visual and is never saved into your game.
Components and states
- Component Sets and variants. Create a component with Default, Hover, Disabled and other variants. Each instance owns its current variant, and the Change To action switches it.
- Components are model objects. Layers inside components can be moved, resized, aligned and edited like any other, and selecting a component survives Undo.
- Custom states. Create your own looks such as Loading or Focused next to Hover, Pressed, Selected and Disabled.
- Looks follow the layer. A look stores only how it differs from the layer, so moving, resizing or duplicating a layer no longer leaves its hover or pressed look behind.
- Fixed: a finished animation now ends exactly on the authored colour.
Quality and assets
- UI Linter. A third mode checks your UI for spacing, alignment, typography, accessibility, responsiveness and more, gives a quality score, and offers safe one-click fixes. See the documentation.
- Icon Library. Library → Icons has 1,689 searchable icons in outline and bulk styles. Click or drag one in and it becomes a recolourable image layer.