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Devlogs

Misc. Update [Bug Fixes, Performance, Visual, Design/Balance]

Coma State Eden [昏睡状態エデン]
A downloadable game for Windows

EDIT:
I've had some things come up with my living situation I've had to deal with, so I haven't gotten as much done. Got around to finishing a general update, thankfully there's a little bit of everything for improvements.


VISUAL:

Added particle effect to player's upon taking damage.

GAME/DESIGN/BALANCE/TUNING:
The movement behaviour/execution for Nafibak (Pink Window's Logo looking enemy) has been improved to use accurate trigonometry. Furthermore, on low performing hardware, he no longer breaks on certain states (lack of delta time in PGMMV + slow performance caused it to stay stuck in place). The adjusted Nafibak is now more of an active/dangerous threat if you don't attack it. Achieved using syntax (allowing accurate trigonometry), converting the result from radians to degrees, and modifying the result to work with a specific runtime action's system.
Nafai's (Blue Window's Logo looking enemy) have lowered potential projectile frequency on Hard/Nightmare.


BUGS:

Fixed bug caused by an engine's update which untied video/movie audio from all the engine's audio channels. This resulted in them playing at full volume despite lowering the BGM setting.
Fixed bug which caused the arrow key graphics and WASD to display in the wrong positions when viewing the How-To-Play screen when it shows keyboard controls.
Fixed bug which caused both players to be controlled by Player 1, if controller type was set to P1 Pad/P2 Keyboard, and P2 was revived before a Nightmare through a SECOND CHANCE.
Fixed bug which caused player(s) to be able to move into solid areas when using Lucid Mode near wall with the frame of the camera nearby.
Fixed bug which caused P1's HUD to display incorrectly on scene startup during co-op game if P1 died in previous section of stage.
Fixed bug which caused Burai/Double to retain Lucid Mode sprites if player loses Lucid Mode by getting crushed between two solids.
Fixed bug which caused P1's HUD to appear earlier than intended during a stage's opening text sequence.
Fixed bug which prevented intended behaviour of forcing P1/P2's HUDs to enter frame (if off screen) during Lucid Mode trigger or when collecting a power up.

PERFORMANCE:
The method used to display 'Credit(s)/Freeplay' status has been optimized greatly to remove the use of needing an entire object just for something visual/picture based. Instead it's now done through animation effects. The logic which handles changing it to reflect the current value is handled in an already existing object. Reducing overhead, tick rate and porting.
Removed a number of scene-specific animations from Burai/Double, reducing dead data stored in memory during the main game.
Fixed various timing issues related to animated tiles/animated gimmick tiles, where opening frames did not give the engine enough time to load the next frame into memory.
Nafai (Blue Window's Logo looking enemy) now handles shooting within its own processing, rather than using more overhead for a child object to handle it, freeing up some memory.
Combined previously separate object function which handled players flipping into the stage during the opening, both had their own objects for entering from the left and right. Four total now optimized into one, freeing up some memory.

Files

  • CSE Lv.1-4 [+Co-op].zip 157 MB
    Sep 24, 2022
Download Coma State Eden [昏睡状態エデン]
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