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#Post#: 15557--------------------------------------------------
Ecsaiz 1.1.1
By: AuroraDash Date: August 17, 2021, 9:05 am
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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
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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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