Just released another update with several fixes and refinements.

Brief overview of the main stuff…
Changed
Fort vis update: Final map (with 8 feather tower) gets a substantial visual update. (pictured above)
Stone” Stone texture now has light flecks on it’s edges to better visually break it out of the background. Previously, thin vertical walls of stone in particular could look like they were backgrounds rather than solid.
Hazard adjustments: Some level structure updates. Mainly to improve the positioning and visibility of some hazards.
Intro text: Intro page text revised. Gives the same basic overview but in a less placeholdery fashion.
Tablet DPR: Down Ward now factors Device Pixel Ratio into canvas scaling & post processing pixilation, so it should finally look accurate on tablets. (While Down Ward is not optimized or intended for tablets, and you still need a keyboard or controller for input, if you’re crazy enough, and you have a fast enough tablet or phone, you can try it.)
Fixed
Double trouble: Fixed a bug that, on some computers, caused menu buttons to trigger twice when clicked, particularly a problem for buttons that toggled things. :)
Small anim bug: When crouched, releasing a horizontal direction key would cause Gable to slightly uncrouch for a single animation frame.
Static leaves: Solved a problem that caused leaves on some trees to be static instead of animated.
Pixel stretching: A few textures have been updated to prevent the pixel stretching bug that some people encountered. This was most prominent on the ornate metal textures in the final map, and the dark text background on the victory maps.
Prototype hud: A prototype controls system (pink blocks if you happened to encounter this one) no longer appears when exiting the menu.
Fort collision: Fixed some broken collision geometry in the final level. Apparently while working on the map, I’d moved a hidden collider to get at something underneath, and forgot to move it back, causing a ghost wall. Derp. :3
0 comments