That's right, I rewrote 95% of this stupid game's code, improving code structure and performance DRASTICALLY, and also baked in GameCube controller support, without the need for some stupid adapter program!
Here's a full changelog:
A LOT of stuff has been rewritten, but the game plays almost exactly like before.
Most changes/additions are either bugfixes or quality-of-life improvements.
NEW THINGS: (not a lot)
- New hidden character? what? how?
- If you hit someone else's shield, you now recieve 24 frames of stun
- Victory screen theme, performed by the VA
- Title screen theme, performed by some guy on Youtube
- Built-in GameCube controller support
- Controller connect/disconnect notifications in-game
- Main menu and controller help screen can now be mouse controlled
- The game contains an update checker, letting you know if I ever update the game again
UNDER THE HOOD CHANGES:
- DRASTICALLY reduced filesize by compressing the music
- The game is now being developed in the newest version of GameMaker (Studio 2)
- The system I use for the font has been reworked entirely
- General player control has been rewritten (twice), and there might thus be small changes in timing
- Merged a LOT of objects together
- Names of some stages have changed
- Removed several unused variables/assets/objects
- Code has been optimized a lot where needed
- The entire CSS has been reprogrammed almost from scratch
GAMEPLAY AND OTHER CHANGES:
- Removed the stupid password screen, Sams is now unlocked differently
- Text in menu's has less 2014 energy
- The controller help page has been rewritten
- SZ's collision layout is slightly altered
- Knockback on slopes has been altered
- The backgrounds on SZ and FD now moves, because
- There is no longer a variable on the CSS being set to "Peter Griffin" every frame, sorry guys
- Changed maximum fall speed from 50 to 55 for all characters
- Respawn platforms can now be exited by doing just about anything
- Characters now spin when in freefall
- DL46 has been moved closer to the bottom blastzone
- Shield damage has been doubled, making shields even MORE useless
- Kerbi now has some animation on his rock move
- Fire and electric particles animate better
- All players can now start game and return to CSS from victory screen
- Control of hand on main menu can be taken by pressing start using any control setup
- Luggy's CSS portrait has smaller pupils now. Because I felt like it
- Characters now spawn randomly on the stage, not at preset positions
- You can move around after getting the final kill now
PATCHES N' BUG FIXES:
- Pausing the game on SZ will no longer lag out the game
- The game now displays stuff properly at any screen resolution and aspect ratio (within reason)
- No more stuttering graphics in the character selection screen
- Stock count can no longer go below -99
- Characters on the win screen no longer move downwards briefly at the start, and now start standing in their respective spots
- Fighters in-game now bonk and fall back down again after touching a ceiling
- Hitboxes now lag with the player they belong to
- Fixed ping-ponging players between hitboxes
- Walking/standing on slopes no longer tanks performance
- Probably a whole lot more, simply thanks to better code structure
- UI on the CSS stage is now unique
BALANCES(?):
- Kerbi's rock move now maintains horizontal momentum
- Kerbi's rock move gives more knockback
- Made Sams' bone attacks projectiles, whoops
- Probably more I forgot to document
THINGS THAT HAVEN'T CHANGED:
- The AI is still really good and/or bad at the game
- Graphics are unchanged
- Gameplay is still meh
- Game is still being made by Sukus
KNOWN ISSUES:
- Dinosaur can sometimes put characters inside walls, oops
- Gandalf MIGHT have a crash that only the AI can reproduce, so watch out for that I guess
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