Game
Nightmare Starfall

27 days ago

FIRST WORLD DEMO V0.5.0

After a lot of work, the first world of the game is fully finished!

Most notable additions include:

-Custom keybinds

-New base ability

-New boss

-Achievements

-A ton of bugfixes

Discord server for updates: https://discord.gg/9qDcztysEe


Additions

-Added a keybind menu.

-Added support for gamepad axes (menus still use D-pad/other binds instead).

-Added the Roll ability.

-Added a proper dream section for Mailman Dinkie in 1-1.

-Added achievements.

-Added a boss to world 1.

-Added a new property to the Bubble ability (now gives a slight speed boost when hitting an enemy while running with less that half of the speed meter filled).

-Added an option to disable interaction indicators (red arrows near NPCs) in the settings.

-Added an option to enable alternative moon pickup sounds.

Adjustments

-Controls icons show your remapped keys/buttons instead of default ones.

-Majisji's default color palette has been slightly changed.

-Other sprites that used Majishi's palette have also been recolored.

-Changed the cave background tileset and fixed alignment issues.

-Removed the unfinished ability menu that was left in the game as an oversight.

-Tutorial Dinkie's chat box now closes by pressing any key/face button.

-Changed default gamepad configuraion.

-Changed the Hard difficulty setting color to be less confusing in the menus.

-Gave the Pollen Shroom enemy a different bubbled sprite.

-Adapted the How2play text to the new controls icons.

-Majishi's nimbus is now full and shatters into 3 parts to accurately portray HP on Nightmare difficulty.

-HP HUD now shows 3 max slots on Nightmare difficulty.

-Arenas now save before the mini-boss so the player doesn't have to re-do the enemy encounter after dying to the mini-boss.

-Lives no longer get depleted after dying in the intro level (unless the difficulty is set to Nightmare).

-When getting a game over on hard difficulty unlocked levels no longer reset, but the boss level still does.

-Slightly changed the code that handles Majishi's hands for more efficiency.

-Shifted the intro light beam up slightly to properly align it with the ground.

-Replaced placeholder intro tutorial cards' sprites and added custom keybind compability to them.

-Added an interaction indicator to the level entraces in the HUB world.

-Changed the way intro tutorial cards work.

-Added a proper level entrance for the intro to the hub world.

-Removed the awkward cave that the player used to be put in after beating the intro level.

-Made adjustments to 1-3's second room (swapped the pumpkin's and the 1-UP's locations).

-Updated the readme file (and fixed some typos).

-Added 1-0 (intro) to the stats in the pause menu.

-100% save files now get a special save slot sprite.

-Added collectibles icons to the second page of the pause menu for easier progress tracking.

-Adjusted some levels slightly for time attack achievements/speedruns.

-Added a proper results screen.

-Moved the soul piece counter in dream segments to prevent it from overlapping with the timer or the health HUD.

-Gave Jeremy slightly altered sprites.

-Made enemies' respawn distance larger to prevent them from spawning as soon as they're offscreen.

-Shortened the wardrobe menu closing animation.

-The shield can no longer be used while the player's inv frames are active.

-Added a feather particle effect when using wing abilities.

-Replaced placeholder sprites for the special blocks and Tutorial Dinkie in How 2 Play.

-Gave Slimeys a proper bubbled sprite.

-Added transition indicators to some rooms where they were missing.

-Recoded transition indicators to only show up over their loading zone instead of spreading across the entire room.

-Made the 1-3 cave area slightly brighter.

-Reduced the "slipperiness" of the player's movement for more precise platforming.

-The pumpkin in the tutoial now has a star indicator over it instead of the placeholder "Break" text.

-Mailman Dinkie now has a proper name (Marty).

-Wardrobe menu now only shows unlockable cosmetics.

-Added a Roll sement to How2Play.

Fixes

-Fixed corner tiles not aligning properly in the cave BG tileset.

-Fixed a softlock that happened when the player jumped exactly as they collected a paint/hat/Star Wand.

-Fixed a softlock that happened after winning an enemy encounter while standing on the top platform in the intro stage.

-Fixed a bug that allowed the player to keep the shield's invincibility (granting them one free hit on the next life) after falling into a pit while shielding.

-Fixed an oversight that allowed the player to destroy shield blocks in How2Play by dashing.

-Potentially decreased lag by updating the controls system for unimportant objects.

-Fixed the Star Wand disappearing after the player dies in the intro level.

-Fixed the player respawning at an incorrect position after dying in the intro level while having previously entered the bonus room.

-Fixed being able to skip the intro and break progression by getting a game over in the intro level.

-Fixed Majishi's hands flying away after dashing or drifting into a room transition.

-Fixed a bug that broke the player after winning an enemy encounter and entering the cutscene with your shield up.

-Fixed the pumpkin in the intro not appearing after winning the enemy encounter (again).

-Fixed permanent objects not resetting after continuing the game on the game over screen.

-Fixed stars and their break effects being drawn under some layers.

-(Possibly) fixed a crash related to star projectiles.

-Fixed the paint bucket collect animation.

-Fixed being able to pause while entering doors and during the death animation.

-Fixed moons not being reset after restarting the level or dying in the first room.

-Fixed the timer counting save file time incorrectly once again.

-Fixed a bug that caused some enemy and projectile hitboxes to be larger than intended.

-Fixed new builds crashing when trying to load save files from previous versions.

-Fixed stars having incorrect depth values when bouncing off invincible enemies.

-Fixed boss intros breaking and softlocking the game.

-Fixed some tiling errors.

-Fixed an oversight where the level wouldn't count as being beaten of the player reached the end with 0 score.

-Fixed being able to pause right as the boss intro ends, which caused the sequence to break.

-Fixed stars instantly breaking when trying to shoot while touching the ceiling.

-Fixed Green crashing the game after healing.

-Fixed Pumpkins not saving when the player dies after breaking them.



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Probably more than a year after the creation of the forest stage placeholder background I've actually made a proper one. It's poor but it works. Also this is how backgrounds look now instead of scrolling.

new addition:

difficulty settings

they don't affect enemy or player stats (like hp or damage), but how the game behaves itself instead.

lots of placeholders. yum!

working on a little guy

Working on the last level of world 1. We might be getting close to a demo.

FIRST DEMO IS OUT!!!

After almost a year and a half in development, I'm ready to announce the first demo of the game!

Includes 3 levels and a few collectibles!

he thinks he's part of the team

LEVEL DEMO UPDATE V0.4.1

Added controls to the menu for easier understanding and a new "How2Play" gamemode which is a tutorial to all of Majishi's abilities!

And some fixes.

Level Demo V0.4.2 Patch

i remembered about this project

Just some important bugfixes.

Progress has been going slow, with either miniscule or massive changes which I didn't want to post here.

More teasers and updates are posted in the discord server!

https://discord.gg/9qDcztysEe

Sorry for the long wait! After a while, the second dev log is finished.

https://youtu.be/f9arFuFJ_sU