Posted August 18, 2022 by StudioDaeera
VISUAL:
➥Psywave type bullets (rotating green squares) have some added smoothness.
BUGS:
➥Fixed bug which caused power up capsule to skip breaking/spawning power up roulette object when taking damage at certain timings.
➥Fixed bug which caused the globe/earth on the title screen's logo to move from out of frame due to slower processing on certain hardware.
PERFORMANCE:
➥Reduced some link condition/node switching for Burai/Double HUD objects.
➥Cleaned up/improved link conditions/eventing on Nightmare/BOSS HUD objects, combined separate objects into one with vastly reduced node/link condition complexity, freeing up held memory for the game.
➥Reduced the number of variant menu scenes (had copies of relevant HUD objects for specific scenarios) as PGMMV will always hold objects stored on each menu layer. This freed up a decent amount of memory that I wasn't aware was being used redundantly. The game now only have one menu scene layer with the needed objects adjusted to work for any situation.
➥Reduced the number of animated tiles/lowered the GL calls in VaporWAVesque.
➥Reduced transparent space in cells used for psywave and for pinwheel type bullets.
➥Cleaned up/simplified eventing for all enemies in the game.
➥Removed redundant common actions from Aktabuts/Aktubas.
➥Cleaned up/simplified eventing for power up capsule.