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| #Post#: 15557-------------------------------------------------- | |
| Ecsaiz 1.1.1 | |
| By: AuroraDash Date: August 17, 2021, 9:05 am | |
| --------------------------------------------------------- | |
| Figured I might as well make a thread for this, now that I've | |
| made an improved version of it. Version 1.1 is named "hardtype" | |
| because I thought Gun's hardtype paths sounded cool, and because | |
| it's harder than 1.0 which I am henceforth calling "badtype". | |
| I'll leave both of them up if anyone's interested. | |
| 1.1.1/"Hardtype" download: | |
| https://drive.google.com/file/d/1cHt7PrLdGbc8uEsvvgghi_3RdL0akYCQ/view?usp=shar… | |
| 1.0.0/"Badtype" download: | |
| https://drive.google.com/file/d/1BnU1NS-jBD-OopsT8sLkQy84-c85iE8N/view?usp=shar… | |
| Changes and improvements: | |
| -- Overhaul of attack pattern generation! The goal was to make | |
| attack patterns less boring and samey and more likely to be lie | |
| in the chasm between "trivially easy" and "total bullshit". This | |
| entailed a multitude of changes: | |
| ---- The first change to attack pattern generation was to rip | |
| out 3 of the 14 original subpatterns, because they were crappy, | |
| and add 6 new ones in their place for a total of 17. | |
| ---- A couple of the subpatterns were buggy and created | |
| unintentionally dumb and broken patterns -- those have been | |
| fixed. | |
| ---- There was also a bug where extremely low difficulty | |
| variations of certain subpatterns could rarely crash the game. | |
| Things started to go wonky when the game's pattern difficulty | |
| variable fell below -3.75 and crashes started to happen at about | |
| -4.54. Now, all the patterns keep working fine all the way down | |
| to at least -8.82, which is the lowest difficulty the game uses. | |
| ---- Patterns can appear in a whole continuum of speeds rather | |
| than just three speeds. Furthermore, one in ten subpatterns | |
| randomly get a big speed boost because **** you. | |
| ---- Attack patterns consisting of two subpatterns instead of | |
| one are far more common and begin appearing right from world 1. | |
| It is also now possible for attack patterns later on to contain | |
| three subpatterns, which begins to be possible around world 5 | |
| ish. | |
| ---- Subpatterns belonging to the same attack no longer share | |
| any of the key variables that keep track of what's going on, | |
| which makes them a bit more interesting. | |
| ---- Replaced the "size parameter" with a new layer of variation | |
| underneath subpatterns. Internally they're called "btypes" and I | |
| like to call them "micropatterns". Short version is, whenever a | |
| subpattern would previously call forth a bullet and consult its | |
| size parameter to tell it what kind of bullet, it will now | |
| consult its btype and call forth a micropattern of one to three | |
| bullets. If it's a large bullet or multiple bullets, then the | |
| subpattern's base difficulty is lowered to compensate. | |
| ---- At high levels, the game now strongly prefers to use | |
| attacks with multiple subpatterns and fancy micropatterns at low | |
| difficulty rather than single subpatterns at high difficulty. | |
| This helps keep things interesting and greatly reduces the risk | |
| that an attack pattern will become impossible because its | |
| subpattern's difficulty has been cranked to the sky -- I suspect | |
| this will happen at difficulty 30-50 ish, but 1.0 will | |
| occasionally throw out undodgeable nonsense at much lower | |
| difficulty than that. | |
| -- Fixed a few minor bugs with level generation which could lead | |
| to slightly janky levels, although this wasn't really that | |
| serious to begin with. | |
| -- Game is harder -- it starts out at a similar difficulty but | |
| escalates much more quickly. I reached world 15 in 1.0, I doubt | |
| anyone's ever reaching world 15 in 1.1. The increase in | |
| difficulty between different stages of the same world is also | |
| now much more noticeable. | |
| -- Starting in world 4, unusual-coloured blocks will | |
| occasionally release dark spirit thingies, which kick around the | |
| screen like the key does for the remainder of the stage, but, | |
| unlike the key, are deadly to touch. I don't find them | |
| particularly threatening, but they're there I guess. | |
| -- Also starting in world 4, there's a chance that the white X | |
| blocks will be replaced by a much smaller number of new black X | |
| blocks, which are extremely durable. | |
| -- Text on the title screen now randomly picks from a list of | |
| possible text lines. I wanted to be cute hahah | |
| Things I didn't change or improve: | |
| -- At one point I was planning on adding a scoring system, but I | |
| couldn't think of a way to make it interesting and distinct from | |
| "get as far as possible". | |
| -- Blocks with keys in them are sometimes indistinguishable from | |
| the blocks around them -- tough, deal with it. | |
| -- I couldn't be bothered to add sound effects either. | |
| #Post#: 15575-------------------------------------------------- | |
| Re: Ecsaiz 1.1.1 | |
| By: AuroraDash Date: August 20, 2021, 2:48 am | |
| --------------------------------------------------------- | |
| Update, 20 August: | |
| GM Studio has this weird issue where games will run kind of | |
| choppy unless you fiddle with something specific in the global | |
| game settings -- from what I've heard about the problem, simple | |
| games that don't take many resources to run will cause the | |
| processor to enter a power saving mode in the middle of running | |
| them, or something like that, I don't really get it. Anyway, I | |
| forgot to change the settings properly until now, so I've gone | |
| ahead and done that and put it into a new version, 1.1.1. | |
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