URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Xyrinfe Shadow Project Forums
  HTML https://lunarshadowcs.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Member Works
       *****************************************************
       #Post#: 15557--------------------------------------------------
       Ecsaiz 1.1.1
       By: AuroraDash Date: August 17, 2021, 9:05 am
       ---------------------------------------------------------
       Figured I might as well make a thread for this, now that I've
       made an improved version of it. Version 1.1 is named "hardtype"
       because I thought Gun's hardtype paths sounded cool, and because
       it's harder than 1.0 which I am henceforth calling "badtype".
       I'll leave both of them up if anyone's interested.
       1.1.1/"Hardtype" download:
  HTML https://drive.google.com/file/d/1cHt7PrLdGbc8uEsvvgghi_3RdL0akYCQ/view?usp=sharing
       1.0.0/"Badtype" download:
  HTML https://drive.google.com/file/d/1BnU1NS-jBD-OopsT8sLkQy84-c85iE8N/view?usp=sharing
       Changes and improvements:
       -- Overhaul of attack pattern generation! The goal was to make
       attack patterns less boring and samey and more likely to be lie
       in the chasm between "trivially easy" and "total bullshit". This
       entailed a multitude of changes:
       ---- The first change to attack pattern generation was to rip
       out 3 of the 14 original subpatterns, because they were crappy,
       and add 6 new ones in their place for a total of 17.
       ---- A couple of the subpatterns were buggy and created
       unintentionally dumb and broken patterns -- those have been
       fixed.
       ---- There was also a bug where extremely low difficulty
       variations of certain subpatterns could rarely crash the game.
       Things started to go wonky when the game's pattern difficulty
       variable fell below -3.75 and crashes started to happen at about
       -4.54. Now, all the patterns keep working fine all the way down
       to at least -8.82, which is the lowest difficulty the game uses.
       ---- Patterns can appear in a whole continuum of speeds rather
       than just three speeds. Furthermore, one in ten subpatterns
       randomly get a big speed boost because **** you.
       ---- Attack patterns consisting of two subpatterns instead of
       one are far more common and begin appearing right from world 1.
       It is also now possible for attack patterns later on to contain
       three subpatterns, which begins to be possible around world 5
       ish.
       ---- Subpatterns belonging to the same attack no longer share
       any of the key variables that keep track of what's going on,
       which makes them a bit more interesting.
       ---- Replaced the "size parameter" with a new layer of variation
       underneath subpatterns. Internally they're called "btypes" and I
       like to call them "micropatterns". Short version is, whenever a
       subpattern would previously call forth a bullet and consult its
       size parameter to tell it what kind of bullet, it will now
       consult its btype and call forth a micropattern of one to three
       bullets. If it's a large bullet or multiple bullets, then the
       subpattern's base difficulty is lowered to compensate.
       ---- At high levels, the game now strongly prefers to use
       attacks with multiple subpatterns and fancy micropatterns at low
       difficulty rather than single subpatterns at high difficulty.
       This helps keep things interesting and greatly reduces the risk
       that an attack pattern will become impossible because its
       subpattern's difficulty has been cranked to the sky -- I suspect
       this will happen at difficulty 30-50 ish, but 1.0 will
       occasionally throw out undodgeable nonsense at much lower
       difficulty than that.
       -- Fixed a few minor bugs with level generation which could lead
       to slightly janky levels, although this wasn't really that
       serious to begin with.
       -- Game is harder -- it starts out at a similar difficulty but
       escalates much more quickly. I reached world 15 in 1.0, I doubt
       anyone's ever reaching world 15 in 1.1. The increase in
       difficulty between different stages of the same world is also
       now much more noticeable.
       -- Starting in world 4, unusual-coloured blocks will
       occasionally release dark spirit thingies, which kick around the
       screen like the key does for the remainder of the stage, but,
       unlike the key, are deadly to touch. I don't find them
       particularly threatening, but they're there I guess.
       -- Also starting in world 4, there's a chance that the white X
       blocks will be replaced by a much smaller number of new black X
       blocks, which are extremely durable.
       -- Text on the title screen now randomly picks from a list of
       possible text lines. I wanted to be cute hahah
       Things I didn't change or improve:
       -- At one point I was planning on adding a scoring system, but I
       couldn't think of a way to make it interesting and distinct from
       "get as far as possible".
       -- Blocks with keys in them are sometimes indistinguishable from
       the blocks around them -- tough, deal with it.
       -- I couldn't be bothered to add sound effects either.
       #Post#: 15575--------------------------------------------------
       Re: Ecsaiz 1.1.1
       By: AuroraDash Date: August 20, 2021, 2:48 am
       ---------------------------------------------------------
       Update, 20 August:
       GM Studio has this weird issue where games will run kind of
       choppy unless you fiddle with something specific in the global
       game settings -- from what I've heard about the problem, simple
       games that don't take many resources to run will cause the
       processor to enter a power saving mode in the middle of running
       them, or something like that, I don't really get it. Anyway, I
       forgot to change the settings properly until now, so I've gone
       ahead and done that and put it into a new version, 1.1.1.
       *****************************************************