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Changelog Sticky Locked

A topic by Yal created Jan 01, 2019 Views: 307
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Developer (6 edits)

Ver 1.0.7

  • Fix potential "data structure not found" error when hitting blocks in multi-room level after restarting from checkpoint. (I couldn't reproduce it or figure out what could cause it, so the root cause isn't gone; but there's enough error handling that it won't crash the game anymore)
  • Shop and Inventory menus now have elemental icons for powerups that differ only in color (fire icon on Fire Mecha Ball, electric on normal Mecha Ball, etc) to improve accessibility. (I always felt kinda bad about that but didn't know how to improve it)
  • You can now control your movement during a Hikkori Skull dash, which makes it harder to drop yourself into a bottomless pit and allows non-Matt characters to essentially double jump.
  • Damaging an enemy with Hikkori Skull dash now curses them, causing them to take damage over time for a while. This should make the attack much more reliable against normal enemies.
  • Touch up Matt's sprites a bit (doesn't have bare chest for cat / dragon transformation anymore)
  • Recolored Mecha Ball powerup to be the same green color as the armor, which is more consistent with the Fire Mecha / Ice Mecha and also makes it harder to mix up the Boom Ball and Mecha Ball powerups.
  • Linux version has a proper icon (should show up in the Ubuntu sidebar but not affect the executable itself)
  • Linux version texture page size changed to 1024x1024 (was 4x that originally), should increase compatibility and lower load times a bit.
  • Linux version information text changed from the Game Maker defaults. (I didn't realize the information settings weren't shared between platforms)

Ver 1.0.6

  • Changed Chibie's and Tomato's skin color to be more in line with changes in canon.
  • Fixed softlock if you die during the "Restart from checkpoint" fadeout.
  • "Restart from checkpoint" moves you to the correct room in multi-room levels instead of just restarting the current.

Ver 1.0.5

  • Overhaul the GUI style, replacing the boring flat rectangles with flashy cyberpunk LCD monitors wherever possible.
  • Added support for DirectInput controllers (should work for playstation controllers now, but I can´t verify this since I don´t own one).
  • Bosses now only override your powerup if you have no powerup / a powerup without attack capabilities. You can bring any powerup you want into a boss fight now!
  • Change a lot of depth-sorting code to solve misc  visual bugs. Almost every level has received some manual tweaks to accomodate these changes.
  • Fix crash when unequipping a shield from your reserve item.
  • Tweaked some sound effects (levers, Ghost Bow, gold dragon fire, door, fireworks girls).
  • The World can now destroy Patient Zero´s vomit and Snow Queen´s icicles.
  • Doors now are trigged with a button press, not the moment you touch them.
  • "Underground Red-Light District" level background now is animated properly.
  • Bosses now are immune to getting instantly killed by Gold Fire.
  • Add some new donut platforms so "External In-Flew-Ences" can´t be rendered unbeatable by destroying all the rockets in the final part.
  • Fix camera jumpcutting instead of scrolling in Dan Maku / Mr.44 boss fight intro.
  • Fix paths not drawing properly for the saw traps in "Teeth".
  • Fix screen fades being hardcoded to 1920x1080 resolution (should work properly on 4K monitors now).
  • Added big hikkori (and Hikkowboys) and promoted Wispies to the list of objects that emit light in dark levels.
  • Gold fire now uses particle effects instead of sprites (like fire and ice projectiles)
  • Frozen enemies flash at 30fps instead of 60fps when about to thaw
  • Jason´s shop now shows your total coins in the HUD, not current coins (which would always be zero)
  • "Torrential Tower": moved some platforms around to prevent an issue where you could clip into a wall and get stuck due to a moving platform.
  • "Torrential Tower": Changed a conveyor belt into donut blocks to make the fish at the end less annoying to deal with.
  • Changed an Oni that could get stuck in midair due to being pushed by a platform into a Ninja Po.
  • Fix issue with Artificial Waterfall dam background´s waterfalls not being aligned to the dam properly.
  • Tweak "Frozen Factory Frenzy" so you can´t talk to the Penguin Cop while climbing as a cat (regaining control mid-dialogue, which can crash the game if you go too far away)
  • Add new NPC in "Lush Moss Ruin" that explains how the inventory system works
  • Move last note in "Nice Place" to after the tombstones to not spoil the reveal
  • Change bomb countdown sound to a more pleasant sample.
  • Add bomb countdown sound to directional-exploding platforms.
  • Rebalance "Off The Rails": the last powerup can´t fall off the train anymore, Trainoutaur´s platform was moved down to make it easier to jump on him, and there´s some spikes on his train to make it look more menacing.
  • VS battle: fix issue with menu elements getting displaced based on screen size
  • Patient Zero now spawns an infinite stream of normal zombies to make the ground less safe and the fight less trivial, and has more HP overall.
  • Released reserve items now clamp to the edges of the room so you can´t accidentally throw them out of the level in vertical levels
  • Remove one of Sand Queen´s attacks because of being glitchy and unfair.
  • Fix bug with charge shots sounds never ending when going through a True Gallery painting.

Ver. 1.0.4_DX11

  • Recompiled 1.0.4 with some settings changed to hopefully fix some visual glitches that appear on certain monitors (lines in the background or between tiles that appear for a split second). I don't experience these glitches myself, so they appear monitor-specific... so I can't really tell whether this fixes the issue or not. There are no actual game content changes, so this should hopefully be 1:1 compatible with the original 1.0.4.

Ver. 1.0.4

  • Fixed the visual issues with shields in the museum by moving NPC positions around a bit.
  • Fixed a potential audio issue.

Ver. 1.0.3

  • First public release.
  • Added special case collision checking to Gaping Abyss to prevent the floor from getting stuck in players when it's opening and closing.
  • Fixed a Spark going inside the walls in Outer Wall.
  • Changed the way shields are drawn to make them look less glitchy on the world map and museum map. (This necessitated duct taping up the entire world-map drawing code a bit)
  • Dragon Fireballs now dissipate after a set time even if they're still on-screen. (This time is generous enough that they'd normally leave the screen before the timer runs out, but short enough that Gaping Abyss will be less frustrating if you keep missing the weak point)

Ver 1.0.2, 1.0.1, 1.0.0

  • Fixed various bugs based on test-player feedback.