Changelog for v0.16a

  • -Widened Zuka’s collision box. Provides better margin of error for platforming. Prevents Zuka from getting caught in places that she shouldn’t.
  • -Made world map travel slightly faster and improved the controls.
  • -Added two new enemies. The Grinder and the Sifter.
  • -Added a new control. Using the [PLANT] control, you can stop Zuka in place and aim in all directions. You must hold the [PLANT] button to crouch and aim upward. If you aren’t holding it, you can aim diagonally while standing by holding up or down.
  • -Improved walljump control. Instead of firing into a wall, you tap the jump button when the flashing gun is intersecting a solid object while holding the up button. You can walljump using only the gun on the side Zuka is facing, which inverts when a walljump is performed.
  • -Zuka’s head floats up and down on the world map.
  • -Improved appearance and animation of pickup items
  • -You can no longer pick up items while dead.
  • -Added a case to autotiling script for tiles that have “floors” so that the floors do not appear under other solid tiles.
  • -Fixed a typo in code that caused Actors to be drawn in the wrong order compared to other objects.
  • -Fixed the formula for how many chocolate diamonds are required to boost max health. More diamonds are required.
  • -Added animation events to NPC behavior queue. (But there’s no animation to use it, yet!)
  • -Added randomly appearing treasure chests!
  • -Pickup items can’t be taken until a split second after they spawn. This is so you can see what they are before you take them if they spawn on top of Zuka. Which is likely to happen with treasure chests.
  • -Messed with/added some weapon related sound effects.
  • -Reduced instability caused by pause screen switching.
  • -Zuka can no longer walk off the edge of the stage.
  • -Corrected an issue that prevented Zuka from uncrouching under obstacles that were a pixel too low.
  • -Improved behavior of projectiles. Will make it easier for me too add new features to them later.
  • -Nerfed collision size of gas-based projectiles.
  • -Added some pathfinding stuff to the stage controller. For now, it’s used to ensure that randomly-placed objects on the world map can be reached by the player. May also be useful for A.I. later on.
  • -Added minimap functionality to the stage editor and world map.
  • -Optimized dragging out tiles while holding the mouse down.
  • -Increased draw depth of solid tiles to prevent a case where characters and objects could appear behind them.
  • -Changed stage size restrictions when making a new stage. Total tiles are taken into account. A warning will be given rather than automatically clamping the size of the level without telling you.
  • -Enemies will now be destroyed if they travel too far off the sides of the level, rather than just the bottom.
  • -Zuka can now change her facing in mid-air.
  • -Objects in the level editor now have the possibility of being manipulated via middle-click, rather than just mousewheel.
  • -Pause screen background now works on all resolutions and has some extra effects.
  • -Fixed bug that caused clouds to move fast and when they shouldn’t be.
  • -Alt+F4 now closes the game.
  • -Enter key will now work on radial menus even when gamepad mode is on.
  • -Added intro text for stages to let you know the objective
  • -In the world map, a button will float over Zuka’ head to indicate that she can visit that area.
  • -Altered HUD for overworld.
  • -Implemented “Hours” counter.
  • -Completing goals no longer removes control from the player until the transition starts, so you have a chance to collect loot.
  • -The invisible exit/goal triggers are now visualized by a floating sign.
  • -Added Miss Faraday’s A.I. relays as the goal for certain stages. Destroying it finishes the stage and gives you more time to complete the game. Replaying a relay stage you already beat will replace the relay with a normal finish goal.
  • -You can now choose to exit non-elimination stages near the start without finishing them.
  • -When inspecting a stage on the world map, you are now shown a thumbnail of the stage, the stage’s title, and icons representing your accomplishments there.
  • -When moving between world map and stages, the next area will now be loaded into memory AFTER the transition effect finishes, so you don’t experience that annoying pause.
  • -Added two new weapon parts. Thus adding the game’s first special shot effect and a new projectile type.
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Posted on September 30, 2013, in Uncategorized. Bookmark the permalink. Leave a comment.

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