I'll be handing off the new version to the testers in a few days. There are quite a few new resources to get, especially music files. I'll upload the newest version like I used to, with an exe-only and full download for first timers (or those that lost their old files). There will also be a separate download with all the new resources for those that don't want to have to get the full file again.
Partial patch notes of what's to come
- Contact(Direct) and Trap damage is now shown to the player via an icon when it occurs.
- Air dashing will now cancel Mario bumper momentum completely just like the double jump does.
- New Ability
- Spring ball is now an optional item found in Gate 5 - Main Hub.
- Morph ball can no longer be canceled with the jump button.
- Ending sequence changes
- Game Over no longer occurs when falling off during the final escape sequence. Instead, Chao brings the player back to a nearby stable platform.
- All ending cutscenes, including the credits, can be skipped.
- It is highly advised to revisit the epilogue scene shown after the credits.
-And of course, because it's not a secret anymore, and what everyone's waiting for; A new set of events have been added. (And 4 new bosses, yes 4, not 3 like I said originally, though only 3 of them are coming to the boss gallery.)
A bug fix
- Blackmoor will no longer rise above the level.
still got it prepped
and also how is he still spelled blackmoor when his name from the source game is "Blackmore"
is there a history I'm unaware of to save this typo
It's kind of like the history of how a track called "Beginning" from Castlevania 3 was thought to be Vampire Killer
I can wait as long as it takes.
Thanks for the update, though.
Will be on May 11?
awesome! shame i lost my 70 hour 95% complete save. guess i'll have to play through the game again!
Been looking forward to this for some time, glad to see it's almost ready, I suppose this means I have an end boss to take care of again in the mean time. Keep up the wonderful work Zephyr.
Is a June release a possibility, depending on how long the testing period is for the new patch?
Yeah, it'll be June. Early testing had really positive responses from the testers and overall there's not as much to change/fix as I had imagined.
I have a question about something you did in DT1.
Remember the level where you made the game window spin and move across the screen? I was considering doing something along those lines on a project I'm working on. Kind of a cross between what you did, and a trick that a game called "Irisu Syndrome" pulled off, where a killer walks on-screen from the edge of the monitor and kills a character during a cutscene while the game is in windowed mode.
What I'd like to do is have a boss battle where the boss moves into the background, shoots at the player, and zips to the foreground to do the same. This repeats a few times, the player's thinking it's no big deal, and then suddenly the player realizes that the boss isn't in the foreground, it's leaving the game window and attacking from out of reach.
Since I'm still in the concept part of the idea, I'm not asking for full directions on how you did the interface trick in DT1, but could you tell me what kinds of functions you used so I can start to piece together how something like that would work, if my idea is actually possible to do in Game Maker?
My bad for ignoring this for so long. Anyway, some terms real quick for clarification.
Window = The game window
Display = The user's monitor real estate
The only thing that dictates how much the view was rotated is how far the window is from center of the display. The window is moved left or right depending on which way the player was moving the character.
Immediately on map entry, the game window is pulled out of full screen and centered on the display. Note that everyone's display size might be different. For example, I'm running 1920x1080, but others might be on 1280x1024 or something else entirely. There are functions in Game Maker for finding the display size.
Just looked at the old code and I'm fine with giving it out. (This would go in the step event)
//move the window
else if oPlayer1.xVel<0
//rotate the view - based on window position
The '5' is simply a magic number to slow down the view rotation. I recommend using these things for gameplay as little as possible, unless the game is all about this sort of fuckery. :P Overall, it's pretty simple.
Also note that if you have things going 'off-screen' and you're utilizing display space for 'game space' that this will be a very different experience depending on the user's display size. It's not a recommended thing to do.
Don't worry, I don't plan on letting the player outside of the game window. I just thought having the boss zip outside of the window for the occasional pot-shot would be a fun surprise.
Although you did remind me, have you ever seen a fan-game called "Sonic in Windows" or something similar? It essentially just drops a small Sonic sprite onto your desktop, and you can use any windows you open as platforms, using your desktop as a sort of little playground. It's a pretty fun little toy to play with for a bit, but there's not much you can do with it.
Heh heh, now I'm kind of thinking about if the player were to drag the game window around to try and "catch" the boss where the player-character can hit him. Doubt I'd take it that far, but it would be a fun thing to mess with.
Anyways, thanks for the help.
Where's the updaaaaaaaaaaate
This may seem like a weird question to ask, but will the new content have map headers?
(WAITING PATIENTLY INTENSIFIES)
There are definitely map headers.
I'M SO EXCITED
Waiting, waiting, waiting...
It's so close!
Hopefully those tweaks don't take up too much time...
Any release estimates, Zephyr?
No joke, but this week.
You would make the actual release be on the week right before I go on vacation for a week. You monster
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