Minor Update [Online Play (Parsec), Game Design, Bug Fixes, Performance, Visual]


There's now proper Parsec support for 2 gamepads. I had trouble getting this to work initially, not sure why on specifics but my recent improvement to controls/eventing with that stuff seems to have fixed that issue.


VISUAL:

The tutorial video for the Flash Shield has been updated to make it visually consistent with all the new changes, and it has been edited to be more effective at visually explaining the help text for the mechanics.
Updated both 'demo' videos for single player and co-operative 
to make them visually consistent with all the new changes.
Increased the opacity of the animated TV scanline effect. After certain feedback I realized people more sensitive to colour would find it distracting. Now it's still present, but more understated.

PERFORMANCE:
Added Combined visual assets so Missionystem32 only uses one tileset instead of 3. In PGMMV, each layer you have in a game scene will increase the GL Calls by 1, per tileset. So having 3 tilesets and 5 layers in that scene was a total increase of 15 GL Calls. Now it's down to just 5.
Burai/Double's sheets for the standard laser and boomerangs have been vastly reduced in size.
Burai/Double's sheets for Lucid Mode weapons has been made to be more efficient, reduced overall size by nearly 50%, removed unused data.

Burai/Double's sheets for their weapon muzzle flashes have been vastly reduced in size/have had redundant/unused frames removed.
"Stage Event" objects (spawns enemies, etc. based on timer variable) have had their nodes/states/etc. for specific stage segments split into separate objects. This way only the RAM necessary/relevant to a scene is held.
"Explosion Generator" (used for when killing mini-bosses and Nightmares) is now done through animation effects, rather than constantly generating objects.
Adjusted "background fade in" function for the second segment of VaporWAVeseque so that the interpolation was only handling opacity, rather than applying a colour adjustment as well (which used more resources to do so).


GAME/DESIGN/BALANCE/TUNING:
Burai/Double's boomerangs can no longer break breakable tiles, this was due to limitations/quirks with PGMMV causing an annoying bug, mentioned below. I had to make this tradeoff to fix it.
Using any of the in-game cheats will replace your score variable with "CHEATER", and the player(s) will be locked out of saving their high-sore on the current run.
Added breakable blocks to VaporWAVesque.



BUGS:
Fixed bug which caused Burai/Double's boomerangs to get stuck on slopes/be unable to pass through them.
Fixed bug which caused stage 2-2 and 3-2 event objects to freeze on state after boss warning finishes/soft-locking the game.
Fixed bug which caused Red/Blue/Yellow flame projectiles to behave incorrectly if Double lost his shield and Burai reflected them.
Fixed bug which caused marching Jundin (Toy Soldier) to get stuck in an infinite loop of state cycles when colliding with breakable blocks.
Fixed bug which caused Action Rate menu layer object to infinitely loop between transfer states instantly on certain states. This caused a noticeable performance drop on less powerful hardware.

Files

CSE Lv.1-4 [+Co-op].zip 212 MB
Jul 18, 2022

Get Coma State Eden [昏睡状態エデン]

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