Posted January 03, 2023 by GhostlyFeline
#patch notes
Howdy, folks! Traveling to Super MAGFest this weekend, so here's the new demo version that will be playable at the indie showcase! Hope you enjoy all the improvements!
-Ghostly
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-The Input library has been updated to v5.1.2.
-The title screen has a few shiny particles.
-The main menu controls have been streamlined. Hitting back will immediately go back to the previous menu.
-Chapter Select has new and improved visual elements.
-Levels that are locked are no longer selectable from Chapter Select (They can still be accessed in Debug Mode )
-Altered the score number formatting on the High Scores screen.
-The quit button on the pause/continue menus no longer include an option to quit to desktop.
-In showcase mode, the game will ask the player whether they want to continue the demo at the end of each demo level.
-Optimized the High Score screen so that it only renders the scores that are on-screen.
-Updated visuals for tutorial button icons.
-The player energy bar now has a bright center bar running through it when you have enough energy to deploy a Super Move. In addition, lightning particles will appear around it when S-Break is ready to deploy.
-When S-Break Mode is in effect, the Synergy Bar will turn green and be surrounded in lightning particles.
-Enemies tilt a little when attacking.
-When an enemy gets hit while it has a shield up, a "BLOCKED!" message will appear.
-Fixed a bug where the score entry screen would not appear if the dying cutscene dialogue plays out.
-Gems now have a different sprite.
-Item pickups that spawn at the edges of the gameplay zone are pushed into the gameplay zone.
-Bosses now go back to their idle animation when not attacking.
-Fixed a bug where the S-Break Score would reset when a level transitioned to the next one in Story Mode.
-The player hitbox is now partially transparent when not in focus. You can adjust the transparency in the Options Menu.
-Player hitbox is not displayed during Super Moves
-Greatly reduced the CPU overhead of the sound fx system.
-Removed unnecessary/empty layers from level backgrounds.
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-Terminology Change: Bomb is being renamed to Super in order to reflect its intended role in the game loop.
-When you use a continue, the player character will rise up from bottom screen instead of floating from the death position.
-Visuals for Super Move activate animation have been adjusted. The character flash has been removed, and the zoom in is much snappier to bring the animation into focus.
-Trying to use character swap when its disabled will make the player character do a little shake.
-Adjusted background overlay for Temporal Warp.
-Fixed a bug where Fia is completely white for the duration of Temporal Warp.
-During the last 10 frames of Temporal Warp, Fia will flash.
-A ring of sparkles shrinks toward Fia to indicate how much time is left in Temporal Warp.
-Changed the aiming indicator graphic for Explosive Punch.
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-Adjusted a few dialogue lines.
-Increased the size of instruction text and added animations to it.
-Added a couple animations to the movement targets.
-Replaced the Super Move segment at the end of Basic Training with explanations of each character's move in their sections.
-Button prompts show up during the tutorials.
-Fixed a bug that softlocks the basic training tutorial if you restart it while a single character is locked in.
-BGM: Break it Down for Me has a new arrangement. (Work-in-Progress)
BOSS: Prisma
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
-BGM: Plan of Attack has an updated mix.
-BGM: Lights Over Asteria has an updated mix.
-When Duel Lock activates, pickup items will move to the player.
-Trying to swap characters during Duel Lock will activate special dialogue.
BOSS: Maggie
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
-Added BGM: Rusting Away (placeholder/wip) for the intro dialogue.
-Fixed the background scrolling not halting during dying sequence.
-Added or adjusted some background assets.
-Changed some of the colors on bg elements during the stage.
-Casting Coven now features a full coven of 13 witches including Maggie herself.
BOSS: Maya
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Fully Playable, but missing 1 boss pattern.
-Added BGM: Deep Blue(placeholder/wip) for the intro dialogue.
-Fixed the background scrolling not halting during dying sequence.
-Added or adjusted some background assets.
-Adjusted movement pattern of serpent enemies in the wave before the midboss.
-Moved the funny boat.
-BGM: Ocean Odyssey has been tweaked a bit.
-Maya's above water patterns start up faster.
-The player characters change animations during the boss phase transition.
BOSS: Dr. Umbra
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Mostly Playable, needs more polish, boss is missing 1 pattern.
-NEW ENEMY TYPE: Revengers - These enemies will detonate into a bullet pattern on defeat. If left alive for a certain amount of time, they will detonate on their own.
-The Dr. Umbra boss fight is now in prototype form, with 5 of the 6 planned patterns.
-BOSS GIMMICK: Disruption Field - Dr. Umbra can place area-of-effect circles that slow the player's movement and change the trajectory of hazardous bullets upon contact.
*Yellow Bullets slow to half speed while in the bubble.
*Purple Bullets aim for the bubble center on entry.
*Red Bullets aim away from bubble center on entry.
-Dr. Umbra is not your final challenge...
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-Button prompts in-game do not change with control bindings. ( This will be fixed soon.)
-Overlapping textboxes during gameplay
-Bosses dont pause animations during time stop
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