Misc. Update! Slope bug fixed!!! [Performance, Visual, Bug Fixes]


Hey, everyone.  Dealing with a shitty landlord right now and having to move for the second time this month. While I'm dealing with all that and putting together evidence for a legal claim/dispute, I've made some more tweaks to the project and fixed pretty significant bugs. Figured it was time to update this after that!

[>> FOOTAGE OF THE FIXED SLOPE BUG <<]



PERFORMANCE:
Removed redundant global switches/simplified project load.
Aktubas now transform/change into projectiles on death when playing on Hard/Nightmare. This lowers the active object count while achieving the same result.
Lowered the GL calls on low graphics mode by making the TV scanlines an animation effect that only appears, rather than animated tiles on a menu scene layer, which increased the GL calls even if the tiles weren't displayed.
Removed 960x720 visual asset that was only used to make the players change into their lucid mode visuals. One less (large) total file cached, and the effect was cleverly worked into their logic without needing an animation set change.
Reduced transparent space drawn on animation cells for enemies such as Gbkyams, Nafibaks, Nafais and Jundin.
Reduced transparent space drawn on animation cells for Flash Shield elements such as the 'arrow' direction indicator, the emoticon/bubbles, and the Flash Shield cooldown gauge.
Fixed animated tile frame change timings on some extra tiles to allow the engine some breathing room of a few frames before needing to update the tiles to new frames.


VISUAL:
Jundin (Toy Soldiers) have new animation frames.
Gbkyam's biting attack sprites have been drawn properly in pixel art/no blurred rotations.
Lucid Mode player change now flickers, which is easier on the eyes and has the added benefit of being easier to read even in saturated areas.



BUGS:
Fixed unintended lock-on behaviour during co-op game when reflecting flame projectiles, sometimes a directional shield would fail to register and result in a reflect as a neutral shield.
Fixed a serious bug which locked/destroyed the player's shooting by destroying their flash shields when touching specific tiles somewhere around the end of the waterfall section in 2-2.
Fully fixed slope bug, which caused 'crush' eventing to trigger if moving into the side of the frame and and upwards slope in the same horizontal direction (left/right) the camera is moving.
Fixed several errors on DOUBLE's HP Gauge object which caused it to constantly loop between states which was also impacting performance.
Fixed 'bug' which caused parallax background fading object not to destroy itself around the end of the waterfall section in 2-2, affecting performance.

Get Coma State Eden [昏睡状態エデン]

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