Minor Update [Misc.]


PERFORMANCE:
Burai/Double are no longer 'bound' to the screen with collision boxes. Instead I've utilized push/pull runtime actions to keep them in frame.
Cleaned up various objects which had many redundant nodes (link conditions  between states) which were eating up the RAM.
Cleaned up/improved eventing of shooting objects for Burai and Double.
Reduced file-size for Action Rate gauge/animation effect assets.
Deleted unused BGM tracks which I sometimes used for testing. Just occured to me that those are being cached as they are referenced in the scene even though they weren't triggered. Each scene now has several more megabytes of memory freed.
Flash Shield objects have been made more efficient, have less nodes/link conditions and less RAM used.


VISUAL:
Vegetrain's background image has been altered.
Space background effect for stage introductions/high score screen has been improved.



GAME/DESIGN/BALANCE/TUNING:
Burai/Double's Flash Shield objects have been set to be controlled by the player. While there was some performance gain from disabling this, there were inaccuracies with the angle of directional flash shields during intense/quick/tight moments.


BUGS:
Fixed bug which caused Gbkyam's (cassette tape enemies) to instantly disappear when killed during Shamiss' fight.
Fixed bug which caused Action Rate gauge to display incorrect visuals.
➥Fixed bug which caused Aldimatykes not to give the player score for killing them.

Fixed bug which caused Burai/Double to die on slopes when near the camera's edge and the engine considers them 'stuck' and crush kills them.
Fixed bug which caused flash shield's interpolated animations to miscalculate, causing strange visual bugs to appear briefly.
Fixed bug which caused Action Rate value to exceed 50 at the end of a level after beating the stage nightmare/boss.
Fixed bug which caused parallax background in stage 4 to behave strangely and set away from proper position/movement.


Files

CSE Lv.1-4 [+Co-op].zip 231 MB
Jul 11, 2022

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