the cutting room mirror

November 11th, 2012

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This is a sub-page of Proto:Growtopia.

This prototype is documented on Hidden Palace.

A late prototype of the Windows version of Growtopia, with the filename Buildo.exe, was released by the game's developer Seth A. Robinson on August 20, 20261. This version identifies itself as "Growtopia V0.01" on the about screen.

General Differences#

v0.01 (November 2012)

v1.38 (August 2013)

  • There is no version number on the title screen in v0.01.
  • The title screen does not have a "Quit" option, unlike later Windows builds of the game.

Options Menu#

v0.01 (November 2012)

v1.38 (August 2013)

  • There are 32 skin colors in v0.01. In v0.92, this was reduced to 8 (plus 2 for game supporters), and by v1.38, the supporter skin color gamut was further reduced to 2.
  • There are no checkboxes in v0.01's options menu. None at all.

About Menu#

v0.01 (November 2012)

v1.38 (August 2013)

  • The game identifies itself as "Growtopia V0.01". This is the only place where it visibly does so.
  • The popup code appears to have been directly inherited from Tanked, including resources, rather than looking like it belongs in Growtopia.
  • The game credits fewer people than in the initial v0.92 release.

Credits Comparison#

v0.01

Special thanks to:
Phil Hassey (www.philhassey.com)
Mike Kasprzak (www.toonormal.com)

This product includes software from the Proton SDK developed by Seth A. Robinson ( www.rtsoft.com )

v0.92

Original soundtrack by Cory Mollenhour (http://cory.mollenhour.com)

Special thanks to:
Phil Hassey (www.philhassey.com)
Mike Kasprzak (www.toonormal.com)
Mark Fassett (www.markfassett.com)
Cosmo Robinson and Shunta Ando

This product includes software from the Proton SDK developed by Seth A. Robinson ( www.rtsoft.com )

World Select Screen#

v0.01 (November 2012)

v1.38 (August 2013)

  • The world name text is bigger, but the text box where it's inserted is shorter.
  • World names float much lower on the screen compared to in v1.38.
  • The server could not specify the color of the world button floaters.
  • Clicking the floater only filled the textbox with its name, and did not initially take you to the world.

Gameplay#

v0.01 (November 2012)

v1.38 (August 2013)

  • Touch controls could not be disabled in v0.01.
  • The labels on Doors and Signs were the same color as chat bubbles, rather than keyed based on type.
  • The wide jump button was a placeholder and had been updated by the time of the initial release.
  • The colors in the console and other parts of the GUI are different, and inherited from other Proton SDK games, rather than being specific to Growtopia.
  • The font appears to have been encoded differently in v0.01.
  • The camera was anchored to the top left of the player character, rather than to the center.
  • Unknown packet types were originally logged to the console, although this was likely a beta/debugging feature and was removed by v1.38.
  • Zooming the camera out is unlimited by default. The feature of zooming out to capture the whole world was restricted to moderators by the time of v0.92's release.
  • Pressing a tile outside your punch range, while holding the Fist, temporarily shows an overlay with Fist icons showing which tiles can be punched.
  • During gameplay, pressing "Escape" quits the game entirely.

v0.01 (November 2012)

v1.38 (August 2013)

  • The camera did not rise along with the inventory handle, leading the character to be covered by the inventory menu when the latter is opened.
  • The inventory did not show empty slots, and there was no concept of a "backpack size", meaning you could theoretically collect every item in the game in the same inventory.
  • The hotbar showed empty slots with the "EMPTY" wordmark, instead of leaving the boxes blank.
  • The "TRASH" button was, notably, absent.
  • The "STORE" button was a placeholder that does nothing when pressed.
  • The "DROP", "STORE", and "INFO" buttons were as big as the words, rather than stretching to the full size of the pane.
  • Certain items in the inventory render differently, because support for an item icon separate from its in-game texture wasn't implemented yet.
  • The checkmark for worn clothing was different, and worn clothing wasn't highlighted orange initially.
  • Items were sorted differently in the inventory.
  • The currently selected item was marked by using a red border around the item, instead of a special texture.
  • Instead of showing a small toast when highlighting an item, the game logged the item you selected to the console.
  • There was no concept of a "rarity-less" item, so all items showed their rarity.

v0.01 (November 2012)

v1.38 (August 2013)

When transitioning to the main menu, its background renders on top of certain UI elements, causing the transition to look weird.

Graphical Differences#

Wave Animation#

v0.01 (November 2012)

v1.38 (August 2013)

In this build, the waving animation is slower.

Dance Animation#

v0.01 (November 2012)

v1.38 (August 2013)

In this build, the dancing animation includes a bunch of foot stomping.

Item Pickup Animation#

When picking up an item, and the server doesn't respond in time, this animation plays:

The animation was removed by v0.92.

Wide Jump button#

v0.01 (November 11th, 2012)

v0.92 (December 1st, 2012)

The wide jump button on the left side of the screen was once just five copies of the jump button in a row. This was replaced by the initial beta release of the game.

Clothing Item Box#

v0.01 (November 11th, 2012)

v0.92 (December 1st, 2012)

The item box surrounding clothing items in the inventory was slightly darker in v0.01.

Clothing Checkmark#

v0.01 (November 11th, 2012)

v0.92 (December 1st, 2012)

The checkmark marking worn clothing was totally different in v0.01.

Item Pickup Boxes#

v0.01 (November 11th, 2012)

v0.92 (December 1st, 2012)

The pickup box colors were originally totally different from those inside the inventory.

Dink Duck painting#

v0.01 (November 11th, 2012)

v0.92 (December 1st, 2012)

The Dink Duck painting originally showed Dink Smallwood himself, on fire. This is a direct crop from one of Dink Smallwood HD's promotional artwork.2

Unused Graphics#

Placeholder Dirt#

v0.01 (November 11th, 2012)

v0.92 (December 1st, 2012)

There is an unused texture of a block of dirt with a green question mark on it. By v0.92 this was replaced with the Brick Background's texture.

Concept Art Images#

The following images have been used in Growtopia's inventory concept art from September 2012.3

Hills#

An early rendition of the iconic hills background of the final game.

Player#

An early player sprite, with clothing and a smiling expression baked in.

Inheritances#

These graphics appear to have been inherited from Seth Robinson's other games.

D-pad#

Gamepad Circle#

This appears to have been inherited from Tanked.

Likewise, inherited from Tanked.

Command Line Parameters#

The game can be launched with several command line parameters.

Server Override#

The '''server=

''' parameter can be used to specify the address of the server to connect to. Unfortunately, the port cannot be changed, and it is still grabbed from rtsoft.com/growtopia/server_data.php.

Talk Test#

If the talktest parameter is provided, the game will randomly (1/1000 chance each frame) send one of the following messages at random:

ID

Text

0

Hey man, wassup

1

dude, who made this world, it totally sucks ass

2

help me make a giant dungeon so I can torture you in it

3

stop being a dickhead for 2 seconds and join my clan.  but bring some good items

Automated#

There is a boolean parameter called automated. Its purpose is unknown.

No Sound#

Sound can be disabled globally with the nosound parameter.

Die#

If the die= parameter is specified, the game is closed after that many seconds.

Set Pos#

If the setpos=, parameter is specified, the game window is relocated to the specified position on startup.

Set Hash#

There is an integer parameter called sethash=. Setting it influences the way the internal hash client identifier is calculated when logging in.

The code to handle several removed buttons was left behind in this build.

Button Name

Text

URL

Notes

rtsoft

Leave the game and visit rtsoft.com?

http://www.rtsoft.com/iphone

Near-duplicate of seth, which is used. The URL is the same regardless of platform.

forums

Would you like to visit the RTsoft Tanked Forums?

http://www.rtsoft.com/forums/forumdisplay.php?28-Tanked

Shockingly enough, from Tanked.

list

Would you like to enter your email to subscribe to the RTsoft Newsletter?

http://www.rtsoft.com/lists/?p=subscribe

The accept button changes to say Oh yeah!

facebook

View RTsoft on Facebook?

http://www.facebook.com/rtsoft

Inherited from Tanked.

twitter

View the RTsoft twitter page?

http://twitter.com/rtsoft

Inherited from Tanked.

email

Would you like to email support@rtsoft.com now?

mailto:support@rtsoft.com

Inherited from Tanked.

dinknetwork

Would you like to check out The Dink Network?

http://www.dinknetwork.com?device=

Strangely enough, inherited from Dink Smallwood HD.

ds_ad

Would you like to check out Dungeon Scroll?

Inherited from Tanked.

fling_ad

Would you like to visit Ten One Design's webpage and learn more about the Fling?

http://tenonedesign.com/fling

Free advertising much?

dink_ad

Leave the game and check out Dink Smallwood HD?

Inherited from Tanked.

mindwall_ad

Would you like to check out Mind Wall?

Inherited from Tanked.

Internal Differences#

There are several differences in the game's protocol and behavior compared to v0.92:

OnSetClothing packet#

The OnSetClothing function packet takes the following parameters:

  • CL_Vec3f - First three clothing items
  • CL_Vec3f - Last three clothing items
  • uint32 - Skin color
  • uint32 - Play "change_clothes.wav"?

As there are only six clothing item slots, there are only two CL_Vec3f parameters.

Inventory data format#

As there is no concept of "backpack size", the inventory data's header is only two bytes.

  • Byte 0: Version (0)
  • Byte 1: Item count

Item info format#

The only difference is that the Item Flags member does not exist in the serialized item info structure.

Item type mapping#

The eItemType enum was shuffled around in this build compared to released GT versions, so below is a mapping between v0.01 and v0.92 item type numbers:

v0.01

v0.92+

Common Name

0

0

TYPE_FIST

1

1

TYPE_WRENCH

2

2

TYPE_USER_DOOR (normal Door)

3

3

TYPE_LOCK

4

10

TYPE_SIGN

5

11

TYPE_SFX_WITH_EXTRA_FRAME

6

12

TYPE_BOOMBOX

7

13

TYPE_DOOR (Main Door)

8

14

TYPE_PLATFORM

9

15

TYPE_BEDROCK

10

16

TYPE_LAVA

11

17

TYPE_NORMAL

12

18

TYPE_BACKGROUND

13

19

TYPE_SEED

14

20

TYPE_CLOTHES

15

4

TYPE_GEMS

Tile sheet format#

Depending on the eTileStorageType of the item, the spritesheet can take a different format:

Type

Behavior

STORAGE_SINGLE_FRAME (1)

Splits the tile sheet into 32x32 chunks.

STORAGE_SMART_EDGE (2)

Splits the tile into an 8x8 grid.

STORAGE_SMART_EDGE_HORIZ (3)

Splits the tile into a 4x1 grid.

This behavior is still there in v0.92, but was changed by v0.93, to reflect the final game's behavior of just splitting the tilesheet into 32x32 chunks unconditionally. This means that v0.01 and v0.92 are the only versions of the game that allow for tiles whose sprites are bigger than 32x32.

References#


  1. Seth A. Robinson on Twitter: "Sure: https://rtsoft.com/temp/OldAssBuildoWinFrom2012.zip"↩︎
  2. Dink Smallwood HD on GOG.com. The 7th picture in the gallery contains part of the original Dink on Fire texture.↩︎
  3. Two guys made an MMO: The Growtopia Postmortem | Code Dojo↩︎