(02-17-2013, 01:58 AM)Phaze Wrote: Everything seems to perform well, though the fact that you stop completely when you attack and the way you jump makes it feel very awkward.
Yeah I wasn't really sure how to do jumping at the time and I'm too lazy/busy to change it now but I'm at least trying to work with it.
By the way
Phaze (and anyone else that played this game) did you encounter the game closing at level 7-8? (The beginning of the green block levels) because I've been having problems loading those levels on a library computer and I'm not sure if its been happening to anyone else. It doesn't happen on my laptop and it bothers me because that will be really hard to debug. I'm still just a novice with programming so this is one of the extremely hard things for me to debug kind of thing for me.
Anyway, I have a new version of the game which doesn't really add any new content, just some minor boss changes, a boss in progress, and visual/particle effects, I'll edit it into my main post later.
TLDR; I added some visuals
ZX Buster Version Alpha 0.1.5
Version Alpha 0.1.5 (02/23/2013)
~New Visual Particle Effects!
-Picking up HP/punching something/etc can have particle effects or normal effects now
-Visual Effects currently being added to everything gradually
~Minor Visual glitch with Water Particles where it will accumulate more particles even if the game is paused
~Random graphics changes here and there...
~Game can now support fullscreen mode. Sort of... (Press ESC to toggle)
-Except it looks awkward to my widescreen mode and I can't seem to figure out how to get rid of the black bars
~player projectiles and particles now reset after clearing a level
-Particles will now reset after selecting an option from the gameover screen
~Player Changes
-Projectiles have more stable/new damages (Still subject to changes possibly)
Zshot/Fireball: 4 Damage
WindKick: 1 Damage
WindMill: 12 Damage (Yes it's a projectile, don't ask)
BirdBuster: 8 Damage
SkyFall 1: 20 Damage
-DiveKick slight buff: Hitbox width increased by 2 pixels
-Player can no longer crouch while charging an attack
-Player's horizontal movement when dieing fixed
~Enemy Changes
-Heavy Type enemies cannot be air juggled unless they are already sent flying
~Boss Changes
-Bosses can now be air juggled like enemies, except they can only be air juggled if they are already sent flying.
-Sault Action Triggers changed
-Stuntime: The stun time increases faster while being hit and decreases slower when not under attack
-FlyingCount: The Flying Counter mechanic is mostly the same, with the exception of spikes increasing the count by 2 instead of 1
-As a result, the max stun threshold has been increased (I think 120 to 360?)
-Boss collision with tiles while rising altered (Unknown if any new bugs have shown up)
-Stuntime and SentFlyingCounts for Bosses changed
-SentFlyingCount rises more when hit by a finish attack while unable to act (EG, player spamming DiveKick/FlashSault)
-C.Edge(1)
-FlyingCount increased from 3 to 8
-Most moves given placeholder images
-C.Melody(2)
-FlyingCount increased from 3 to 8
-Most moves given placeholder images
-C.Tempest(3)
-FlyingCount increased from 3 to 7
-Most moves given placeholder images
-C.Yuki(4)
-FlyingCount increased from 3 to 7
-SkyRush cooldown increased from 600 to 1000
-Yuki now won't jump up onto a platform if there's a fireball shot above her
-C.Alpha(5)
-FlyingCount increased from 3 to 6
-C.Silver(6)
-Not implemented yet...
-Movement actions kinda done
-Attack1: SilverWind, kinda implemented
~Debug Mode Changes
-Can view boss Stuntime and SentFlying times now. (Displayed by thin bars)
-Can view AttackUnusedTimes, although not really that helpful
~Fixed Bugs
-Bug where player's collision box did not update correctly after a level transition fixed
-Bug where BirdBuster and NormalZBuster damage added together fixed (BirdBuster has higher priority and will hit with it's damage instead of ZBuster)
~Discovered New Bugs
-(FIXED) FlashKick still doesn't update its hitbox correctly resulting in hitting things from the area of the last player's attack
-Enemies act kinda weird when you hit them with WindKick when they're knocked down. Same with bosses.
-Enemies can get stuck on walls if they're being movebacked into the wall while in the air and not sent flying (Pretty hard to do actually)
*also not listed in changelog because I forgot but you you can now toggle crazy particles with 'c' in debug mode
EDIT: As a side note, I have checked this on my brother's computer and it seems to work just fine and I think he has Windows 8 or something, so it could just be the library computer causing problems.