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miniLAW Alpha2.23.16 Changelog

Bugfix

  • Improved controller Support
  • Fixed Menu Navigation bugs
  • Ledge occlusion casting adjustment to make it blend in with normal platforms. Buymenu and Carmenu messages now reverted to regard buy/equip menus, new message on side for screen toggling when in gamepad controls.
  • All enemies now aim in a spread from around crotch to head height, instead of locking onto your groin region for firearm targeting. Fixed mysterious bullet interaction disappearance.
  • Explosions now interact with lights correctly.
  • Features

  • Door damaged states. Damaging a door sufficiently with heavy moves or gunfire will cause it to creak open, regardless of whether it is locked or not.
  • Darker smoketrails and smokepuffs. HQ map icon visual adjustments.
  • Mini-mecha assault unit now has a melee punch.
  • Platform/ledge/stairs sprite adjustments. Console bg object. A bucket.
  • miniLAW Alpha2.26.16 Changelog

    Bugfix

  • Revamped melee timing and enemy push back. Once you start a melee move you can switch the direction it's going to be thrown, right up until the moment the actual blow gets delivered, and then you are committed to that movement direction.
  • Enemy melee hitbox changes. Optical occlusion layer now draws green and staticky, so you should be able to tell what is platform and what is fog of war. Dash sprite fixes.
  • No more looking through doors with dashing or running into it really fast. Cut down most screenshake by half. Platform sprite edits to be less dark. Now in both platforming and map screens, things out of your range/that you cannot see are covered in static.
  • Edited all platform sprites so they blend together a little better. Damaged lights that are flickering change fg light conditions now. Occlusion layer point init adjustments.
  • Perfect blocks no longer knock people over on their own. Block countermove can only be performed after performing a perfect block, and then only in the window that existed before, so you can no longer spam the block to counter move. Made the block to counter move much more powerful as a tradeoff. Stomp hitbox fixes.
  • No more view bobbing while aiming and moving. Better muzzle position calculations for player gunfire. Wider window for performing block counter move. Enemy close range move fixes for gun using enemies. Headbutt move now correctly cancels out your grab target. Lots of sprite cropping to maybe cut down on those pesky texture page sizes.