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- Things that are new in the AGDG Demo Day 57 build:
- > Completely revamped the tutorial and story missions leading up to the first boss
- > Ships have swiveling thrusters and other components now
- > Added Wings Emblems to each story mission
- > Implemented ship highlighting checkbox in settings menu alongside F1 hotkey
- > Updated a bunch of map sections
- > Added toggle firing mode
- > Fixed some issues with the Juggler achievement
- > Fixed some issues with stats on the victory screen
- > Moved a bunch of cut content out of the build folder
- > Added more bats (they shoot now)
- > Fixed a crash involving empty TMX files
- > Dripsy's colors now match the other bats
- > Added Look Natural achievement
- > Removed some unused clutter from the dump
- > Wallcrabs have been brought forward from their prototype version to a fleshed-out enemy type
- > Added gunbuddy magnet upgrade
- > Added tail magnet upgrade
- > Frogs can be picked up with magnet buddies and magnet tails now
- > Thematic gunbuddy overrides from special crew members are no longer hardcoded
- > Several changes and improvements to world map graphics
- > Removed unused cold dirt tileset
- > Several pieces of music have been added or revised
- > Melfina's bouncing tail segments now properly offset their y axis targeting
- > Exiting a boss fight quickly no longer breaks the music
- > Desert map has a shop now
- > Moved a bunch of shop items around between the different shops
- > Fixed an issue where you can't change assigned crew members if you erased your savedata with a contractor selected with a hire cost larger than the starting gem count
- > Fixed lasers misbehaving when firing all the way through short cave sections
- > Fixed some UI beeps occurring when clicking hidden buttons
- > Fixed a dumb race condition with Melfina and gunbuddies targeting enemies when a level exits
- > Updated a bunch of localized strings
- > Fixed a bunch of crashes involving manually spawning enemies in developer mode
- > Fixed blend mode on lasers
- > Fixed a fader bug when exiting a shop for the first time
- > Dynamic ship bouncing is now adjustable per ship
- > MHI hardware now available in the desert shop
- > Added support for destructible walls and implemented many secret areas
- > Added support for basic triggers that fire under various conditions to script parts of the story maps
- > Added zone support to the TMX loader
- > Fixed a bunch of bugs with mines clinging to the wrong sections of roof when spawning
- > Fixed a bunch of issues with the crushers in the tutorial
- > Added debugging tools for displaying various types of map zones
- > Added exclusion areas and line-of-sight blocker support
- > Fixed some bugs for searching for nearby terrain slopes in the enemy state machine
- > Swivelcam zones have been slightly adjusted
- > Fixed some issues with disabling swivelcam disabling other zone features
- > Certain enemies have been adjusted to clearly render above powerups
- > Fixed a handful of autoshield bugs
- > Many enemies automatically snap to nearest valid terrain now
- > Some dump missions now contain their own leaper variant
- > Several enemies have been updated to properly blink and emit gibs when damaged
- > Added a bunch of SFX
- > Small changes to game font
- > Added support for arbitrary string data to be carried through from Tiled to game engine for various uses
- > Barriers have been updated and upgraded
- > Added trigger-responsive props such as lights and doors
- > Fixed some bugs with certain entities dropping loot when they weren't intended to
- > Secret area faders now fade as you explore
- > Added another enemy render layer for specific edge cases
- > Fixed more issues with spiderstrings and hanging chains
- > Destructible terrain now renders above water
- > Story missions replayable now
- > Fixed a bunch of automatic mission selection bugs that had gone unaddressed for a long time
- > SFX triggers no longer layer the same sound multiple times per frame
- > Timer crushers no longer crush each other
- > Fixed some debuglog spam
- > Fixed weird situation where dying in the first mission after starting up the game would orphan the deliverable item sprite in a corner
- > Fixed a bunch of placement bugs involving entities inserted through Tiled
- > Map exports working better now
- > Added submarine and water mission features
- > Updated branding on several airships
- > Fixed some weird overlap edge cases for various types of exclusion zones
- > Sanitized a bunch of math functions used for normalizing vectors
- > Fixed several weird edge cases in enemy pathing involving tall or thin enemies in tight spaces
- > Added several verbose error messages for TMX loading errors
- > Added player blocker zone support
- > Water missions now have 25% opacity water (was 50%)
- > Gibs can now be marked to die when submerged
- > Fixed some targeting bugs for gunbuddies and Melfina regarding the first boss
- > Implemented mid-mission shop features
- > Added key pickups
- > Fixed a bunch of stupid bugs involving Floofy
- > Fixed a stupid bug involving SFX and being defeated by a timer crusher
- > Added a bunch of miscellaneous decorative dump props
- > Removed a test submap from the dump
- > Added some NPC shopkeeper sprites
- > Fixed several bugs involving waterfall generation and negative modulo
- > Fixed some bugs with victory screen text colors
- > Fixed a bunch of bugs with BGCrawly bots
- > Fixed a bunch of bugs with Fanwiggler bots
- > Added drivable vacuum robot
- > Adjusted a bunch of character stats for the demo
- > Fixed annoying pathing issues involving downward slopes adjacent to ceilings
- > Added small fish to the dump and thicket biomes
- > Fixed a bunch of stupid bugs involving flip behavior being inverted for enemies facing left in their spritesheets
- > Added even more gunbuddies
- > Added new shootable switches
- > Fixed stupid race conditions involving enemies being culled from a cave segment but not the global enemy list
- > Updated the outline and cloak graphics initializers to support multi-part ships
- > Added patrol speed and other configurable components to various enemies
- > Foxbuddies prices have been adjusted to reflect real-world economics. Google 'Fox Inflation' for more info
- > Several enemies and powerups are now easier to see in Tiled
- > Added clouds to world map
- > Fixed a silly bug involving freeing null sprites
- > Garbage worm finally has proper hitboxes lol
- > Fixed a bunch of bugs involving swapping world maps while having shops selected
- > Enemies ignoring bullets is now a property that can be adjusted in their .enemy files
- > Fixed several crashes that could happen on mission complete or level cleanup
- > Fixed a handful of memory management bugs involving maps that need to attempt building more than once
- > Fixed waterfalls looking stupid in some spots
- > Fixed an extremely stupid typo causing TooManyRabbits to explode
- > Optimized bullet collision calculations
- > Optimized laser collision calculations
- > Optimized gem and gib physics interactions involving water
- > Optimized several aspects of exploding mines
- > Optimized waterline generation for large bodies of water
- > Optimized sprite cleanup in all major systems
- > Optimized pathing for ground enemies
- > Optimized line-of-sight checks for enemies
- > Optimized player detection for enemies
- > Optimized a bunch of waterfall generation math
- > Optimized onscreen/offscreen checks
- > Optimized most enemy logic
- > Optimized several rendering loops
- > Optimized enemy collisions and enemy-to-enemy damage
- > Optimized render passes for fully transparent items
- > Optimized enemy state machine cull loop
- > Optimized enemy wall push
- > Optimized many ToLower calls out of the map builder
- > Optimized rendering for gems and powerups that are offscreen
- > Optimized gunbuddy targeting and line-of-sight loops
- > And a lot of other stuff. Wow!
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