Devlogs
K.K.Z. version 1.2.1 release
The tinkering never ends…
- says “version 1.21” in the readme (oops! i accidentally forgot how versions work)
- v9944 is now deprecated because i’m too lazy to copy my changes over to a 3rd version lol
Bugfixes
- fixed the HUD glitching when the window is resized (thanks Saniblues!)
- fixed fired projectiles (maybe just melee weapons?) not always registering for meter gain
- fixed EX super bazooka missiles not spreading out like normal
Gameplay changes
- now has a meter gain multiplier. when you use super meter, you receive 80% less meter for a short period of time.
the meter gain penalty is shorter for Super Arts than EX shots.
EX fire reduces your meter gain until 4 seconds after the animation ends,
while for Super Arts it reduces meter gain for 4 seconds after the super freeze ends.
- now has a new macro, “freezeDuringSuper” that controls whether or not the game freezes while the player activates a super.
the freeze effect can probably cause glitches and might be annoying during multiplayer situations,
so you can turn it off if you like.
Boring code changes
- made the conditions for checking for fired projectiles more precise, which hopefully increases performance slightly
- i’ve replaced most instances of “collision_circle_list” with “instances_meeting_rectangle” which may or may not affect performance,
but mostly will just make my code easier to maintain across versions and means I don’t have to use as many ds_lists
- super art I now uses a PortalClear to break walls rather than an invisible MiniExplosion because i checked the pinned messages in the NT #programming-discussion channel
Files
kkz-9940.zip 567 kB
kkz-v100.zip 566 kB