Devlogs
Update III: Optimization & Effects
Sep. 2's weekly update:
- Grimpenny Vending Machines no longer lag the game for a few frames
- Fixed not all SFX being on the SFX channel
- Upgraded shadow rendering
- Buffed slip jumping via lowering air friction
- Adjusted results screen volume
- Improved some item textures
- The void will no longer damage when game is paused
- Kill credit timer will now pause when game is paused
- Non-Player 1 players can no longer hit title screen buttons (like start and exit game)
- Dying via running into a wall after being hit now gives last attacker kill credit
- Birdhop statues are now fully directional, rather than just horizontal
- Added Guard effect
- Added Rage effect
- Added items:
- Moved map-loading to the loading screen, rather than making the game lag for a little after the load screen was complete
- Moved item-loading to the loading screen
- Slip paint now visually displays on camera
- Vending machines no longer activate when using an item while looking at it
- Fire damage is no longer frame-dependent, and is also not dealt during pause
- Item usage description is now more visible
- Physical Grimpennies are now affected by pausing
- Items are now affected by pausing
- Fixed rendering of certain GUI components
- Optimized and improved fire rendering
- Explosions now deal knockback
- Added version number to title
Files
Bricklobber for WINDOWS 136 MB
Bricklobber for MAC 95 MB
Bricklobber for LINUX 118 MB