Big demo update
Version 0.3.6 brings lots of improvements for the game. Most of which are things I could only fix thanks to the many bug reports I received during the recent full game Playtest. Here's the changelog since release 0.3.0 which was the version played during the Playtest.
Thanks everybody!
[h2]Bug fix:[/h2]
[h2]Improvements:[/h2]
Thanks everybody!
Changelog - 2022-05-02
[h2]Bug fix:[/h2]
- Fix new tree lights visual being off and on inversely to their actual light.
- Fix double input in main menu when the jump button is the same as the submit button.
- Fix bug where we could move for a second in the transition between baboons village and baboons feast cutscenes.
- Fix incorrect cloud color (was always black since a recent patch for some reason)
- Can now skip the first death cutscene
- Bumping from a mushroom while sliding off a wall won't do a walljump instead of a regular bump jump anymore
- Fix a bug where you could get a black screen (and softlock the game) when dying on a moving platform in very rare situations
- Fix stack of music tracks at crystal boss
- Fix a bug where moving platforms would unstick the character sometimes when sliding off a wall
- Fix a bug where the character could get stuck within the sand when dashing towards a corner while being perfectly alined with the wall because of infinite bounces
- Fix a bug where the character could die when initiating the dig move too close to the wall in third boss during phase 2 and 3
- Remove invisible ground in biome 4 screen 8
- Forces the resolution menu to show the current resolution on first launch.
- Biome 4 boss button will now trigger (once active) even if the player reached it before it was active (as long as they stayed on the button)
- Fix biome 4 boss bridge hitbox so that it can stop light as expected
- Light intensity slider sounds doesn't spam itself when using a mouse anymore
- Momentum should now be kept in almost all cases when exiting a dig section (sometimes it would stick the character to the ground instead)
- Disabled pause menu during area transitions. Pausing during an area transition could hardlock the game.
- Glass tiles in cavern frame 9 where missing a collider.
- Fix a bug where the game would hardlock at the Press Start screen if there was an old save with an incompatible checkpoint.
- Fix an infinite invincibility glitch that could be triggered when spamming dash and jump against a wall for a couple of secondes.
- Fix an other infinite invincibility glitch that could be triggered by quitting to the main menu during a dash.
- Cloud safe spot now cover Pal's center (can't die if only a corner is outside the cloud shape).
- Fix unpause gameplay with menu during baboons feast
- Remove some hidden sand tiles in biome 5
[h2]Improvements:[/h2]
- Clean up main menu social icons.
- Lots of level design tweaks in tree level.
- Crystal boss tweaks (increase buttons size and make them glow, tweaks on the arena)
- Improved lava 4's performances by segmenting and disabling interatible parts (moving platforms, lava spawner, ect...) based on player position.
- Improved lava 4's performances by sanitizing light and shadow layers (keeping the only one that's actually needed).
- Improved lava puddles performances.
- Improved general performances by merging static ShadowCasters into one mesh.
- Add a checkpoint in biome 5 between the two zig-zaging platforms sections
- Added a shortcut to go back to biome 3 from biome 4
- Added a couple of prisms in biome 4
- Slightly changed jump animation to prevent the visuals from looking like Pal hits his head against ceilings
- Reduced hitbox of tree checkpoint 11
- Lava drops are now deactivated when out of reach of player (prevents weird visual with lava drops not moving even when on screen)
- Feedback menu confirmation message now display in realtime seconds (meaning it doesn't pause when activating the pause menu for instance)
- Rounded eyes of Pal, Pook and baboons. Also rounded corners of Pal when digging.
- Remove "corner walljump". When Pal would try to walljump from a corner of his head, it would do a regular jump instead. This was confusing and was removed.
- Fix a couple typos in French language
- Increase shadow area and move checkpoint closer in "elevator" level to make it less frustrating
- Add a few platforms after elevator level to make the transition with the next room smoother
- Light intensity slider can now increase intensity all the way up to 1 (increased the step size)
- Add a text with the recommanded setting for the light intensity slider
- Add hints of the path of zig-zagging platforms
- Increase prism counter size
- Jump button can now be used as Submit action in the menus (allows for the same key to be used for both actions)
- No more step sound when running against a wall
- Prism pickup cinematic is more consistant (only possible on first collected prism)
- Improved mushroom sprite
- Mushroom collisions from the side now bump correctly to the side
- Improved compatibility with old save formats (add current sceneName to save files)
- Increased shadow size by a tile in biome 4 at the difficult platforms section.
- Add full translation for French language.
- Temporarilly disabled map buttons. They were confusing and could lead to loss of current checkpoint progress. We'll fix it and re-enable them in a further release.
- Pook name color is now pink instead of orange
- Biome 4 level design improvements (easier to read)
- Improve clarity of some checkpoints in biome 5
- Improve performances of a specific attack of a certain boss