Posted November 05, 2022 by Nihilo: Games, Animation, Illustration
NOTE: I have become aware of a potential issue regarding uncapped framerates. This game is supposed to be locked to 60; thats how I set it up, thats how I've been running it. If your game is running above 60, please let me know! I have two potential fixes for this but I need someone else in order to test them.
If you believe you are experiencing this issue, please try this build: https://www.dropbox.com/s/1bxtu5lif83qq1b/Core%20Demon%20Nov4-FIXEDFPS.zip?dl=0
A new build is available! After taking down some feedback, I set to work to fix what I considered the most glaring issue, namely the control, jumping, and physics. Overall I think you'll find this to be a SIGNIFICANT improvement over the prior build, so do give it a try. Additionally a number of other fixes and changes have made. Big changes are noted below, check the included READ_ME for a full changelog. If you enjoy this build, do consider donating to support development, thank you!
Major Changes Nov 4th 2022
-Significantly improved control:
- Variable Height Jumping, as well as much faster jumping and falling.
-Higher move speed with much tighter control; no more sliding, quick turns on the ground and in mid-air.
- Reduced cooldown and float time after spellcasts, allowing for faster follow-ups after launches and reduced lag in the air.
-Drop through platforms by pressing "s".
-Charge Crystals are attracted to you and recover double the charge.
-Additional key options, press Space or Shift to jump; double-tap in a direction to dash that way.
-Enemy knockback/stagger extended to make staggering consistent; they won't sneak in an attack while you're hitting them now, nor will they recover and attack in midair.
-UI damage indicator now indicates if you are hitting an enemy with its elemental weakness.
-Collision tweaks to hopefully make bumping against platforms a non-issue. I had a hard time replicating this consistently, but I did not have issues with this while testing the new build.
-Venti hitbox adjusted to more consistently launch enemies up in the air (still not 100%, but definitely more consistent.)