Week 22


Adjusted parallax for tutorial zone

Adjusted troublesome bumper that caused a softlock when transitioning screens in the tutorial.

Updated Rogue function to set a parent by default instead of having no parent set if no parent was set manually.

Fixed a translation error that prevented the correct flag from being shown in the options menu. System language detection i still disabled and set to "en" by default to stay in line with Sage guidelines.

Multiple balance changes to the start of Act 1:

Decoupled rebounder with tanktoise movement at starter waterfall. (Had enough of a laugh)

Spotted a clipping issue when sliding very tightly off a corner. Increased the bias of the antislide cheater.

Added a water powerup early in the lower water section.

Added extra platforms on the following section (the one where youre supossed to ride a turtle to reach the other side).

Slightly moved the floatsam from the same section to act as an additional foothold.

The floatsam has been removed.

Moved the water powerup to the lower area.

Replaced several turtles with stationary platforms.

Modified the terrain in answer to the changes in the puzzle in this room.

Act1_000_02b: Slightly modified the respawn room in an attempt to redirect the player to respawn.

Act1_000_03a: Corrected an oversight in which players could respawn but locked out of progress due to the way checkpoints were located. Powerups and checkpoints have been moved.

Act1_000_04 (that's the boss area): Added a healing pickup ahead of the checkpoint.

Added a BGM to the main menu, to act as a temporal placeholder. There are no imminent plans to makea new title screen bgm, but some folks were showing concerns due to the lack of sound at all during the start menu.

Player character Air Attack's SFX changed from loop to one-off.

An initial attempt has been made at fixing SFX continuing past their intended scope (player state change)

An extra collision detection has been given to rebounders (Large red rotating things) to combat some clunkiness. Expecting new clunkiness to appear.

Potentially fixed a problem with parallax changes in Act_1_000_01

Wrote a small shader to attempt to make powerups

Added hitconfirm VFX and SFX to Jumping flowers. The same plains bats use.

Added a vfx to tornadoes shot by Sheeplot upon impact.

Camera smoothing has been disabled in an attempt to fix camera woes.


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I'm looking into further polishing before uploading a new demo build.

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