- Ex-Zodiac Demo Update -
The demo has been updated! Changelog:
## [0.2.3] - 7th September 2020
### Added
- Re-added bombs to players arsenal
- Ability to test out control scheme on the control rebind screen
- Barrel/aileron roll spin effect & sound
- Sound effect for when items appear
### Changed
- Tweaked the ships muzzle flash sprite so it's not tinted green
- Renamed 'Missile' item to 'Micro Missile'
- Reverted the change to the banking speed, banking gives you a speed boost again, but doing a full roll will give a greater boost in a 'dash' style
- Level 1's gate now opens when shot instead of when approached
- Easier to deflect bullets when rolling
- Speed boost when rolling has been re-enabled
- Map screen has the beginnings of branching path functionality, and also displays the highscore for each level
- Items/powerups have new visuals which should be easier to identify
- Modified some of the enemy placements in both stages to balance things out a bit more, I will continue to refine levels as development continues
### Fixed
- Disabled pause menu when player death sequence plays
- Second boss's life bar should now output the correct value
- Movement controls should now work on the menu items
- Weird bug where default keyboard controls and custom controls were getting mixed together should be fixed
## [0.2.3] - 7th September 2020
### Added
- Re-added bombs to players arsenal
- Ability to test out control scheme on the control rebind screen
- Barrel/aileron roll spin effect & sound
- Sound effect for when items appear
### Changed
- Tweaked the ships muzzle flash sprite so it's not tinted green
- Renamed 'Missile' item to 'Micro Missile'
- Reverted the change to the banking speed, banking gives you a speed boost again, but doing a full roll will give a greater boost in a 'dash' style
- Level 1's gate now opens when shot instead of when approached
- Easier to deflect bullets when rolling
- Speed boost when rolling has been re-enabled
- Map screen has the beginnings of branching path functionality, and also displays the highscore for each level
- Items/powerups have new visuals which should be easier to identify
- Modified some of the enemy placements in both stages to balance things out a bit more, I will continue to refine levels as development continues
### Fixed
- Disabled pause menu when player death sequence plays
- Second boss's life bar should now output the correct value
- Movement controls should now work on the menu items
- Weird bug where default keyboard controls and custom controls were getting mixed together should be fixed