General Update [Design/Balance, Performance, Visual, Bugs]


GAME/DESIGN/BALANCE/TUNING:
Breakable walls in stage 1 have had the amount of them reduced on Daydream and Normal difficulties.
2 Player Game cannot be started from the main menu if 2P's controller isn't registered. The menu will visually change to indicate this.

PERFORMANCE:
Splash/Intro Cutscene/Title Screen/Main Menu scene has been made more efficient, sprite sheets combined and total object count reduced. The game's logo is now comprised of animation effects, rather than various objects for each part.
FOVs for player/boss HUD detection are only turned on when needed/relevant.
The total radius (size) and 'width' (radian) of the FOVs for HUDs have been reduce by 50% each, reducing the total cost/load of performance used to detect the entire spaces for presence of relevant objects.
Aldimagh's boss arena now has foreground tiles combined onto the same sheet as the background graphic for that scene. This only reduces the total cached images by one, but I'm only loading a small group of tiles rather than the entire tile-set used for the stage, a lot of space to render/keep in memory is now freed for that fight.
Particle effects no longer use Anti-Aliasing to smooth jagged pixels. Small gain from this one but AA really doesn't benefit the particles much, at least not the way I'm currently  using them.
Stage scenes now only check for a single condition for transition out of the scene, originally there were 5 separate conditions/variants to handle cases such as quitting the game from the mid-game menu, dying, beating the segment, and 2 switch/var checks.
PGMMV's engine received an update last week. One of the changes was fixing some bug which prevented the proper disposal of resources that were cached. Not sure on the specifics, but it's a fix that deals with performance, so I'm mentioning it.

VISUAL:
The in game logo was altered slightly to closer match the high definition logo on the cover art.
Language/wording on Graphics Mode option has been changed to be more clear about what it does.
➥During the end of the waterfall  segment of VaporWAVesque, the parallax scrolling background now fades in from black gradually and stays at a slightly darker tone for some time. Players that are more colour sensitive who complained that there wasn't enough contrast, making it difficult to avoid enemy bullets, should have an easier time now.



BUGS:
Fixed momentary visual 'duplication' when 1P and 2P would enter the stage with a flipping jump.
Fixed bug which caused the muzzle flashes for boomerangs to glitch out, face the wrong direction and freeze on certain animation frames.
Fixed bug which caused FOVs for the HUDs not to respond to the presence of Walaculican.
Fixed bug which caused unintended behaviour when using the Flash Shield right after moving onto the next part of the stage while Lucid Mode was active at the end of the last part.
Fixed bug which caused P1 (or P2) to control both P1 and P2 if entering a 2 Player Game when P2 doesn't actually have a controller ID registered properly.

Files

CSE Lv.1-4 [+Co-op].zip 227 MB
Jun 29, 2022

Get Coma State Eden [昏睡状態エデン]

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Cool!