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changelog.txt
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changelog.txt
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0.1
Moving
Dialog
Powerups
Health loss
Losing powers due to health loss
Lil'Ens
Tilemaps
Blocks
0.1.3
Move skid animation 8 pixels off
Pon animation effect
Powers deactivate when you lose them due to health loss
Made player colliders square, so blocks cannot be slid down
Add Thor Power
Add Hard Hat Power
Cleaned up local files for ease of use
Hat Kid throwing animation is now .2 seconds long
Hat Kid throwing bottles
Should bash
Slowed acceleration for all walking
Sprint animation speeds up to reflect speed
Dive has a slight upwards-velocity that overrides current vertical speed (whether upwards or downwards)
Extended amount of speed that has to be lost in a dive-slide before Hat Kid picks themselves back up
Dives have a slower fall rate than normal, giving more air time
0.1.4
Dive no longer auto-stand
No push-back when hurt
Shortened Coyote time
Crouch doesn't stop movement in air
Friction decreased slightly
Particles rotate flip-wise and use image from original mockup for block shatter
Updated breakables image to match mockup
Super dash speed boost
Shoulder bash only ONCE in air
Brew startup frame
Brew arc tweak upwards
Sliding resting animation :3
Extended background so it could loop properly
Debug mode (set power, reload scene, change gui)
Crow
Score GUI
Pon collect animation simplified
Fixed some closing-game-errors
Walk left breaking block error
0.1.5
Fixed turning on edge of level-bug
Fixed bashing on edge of level-bug
Fixed bash-and-jump with hard hat glitch
Enemies doing a flip death instead of smash death on certain attacks
Picking up pons during bash works properly
Player no longer freezes on picking up hat they already have
Picking up powers interrupting bash
Stun time after bashing (if no combo)
Ease of tileset use
Health Pons
Eltuns with three flight patterns
0.1.6
Corner Correction
Dive-Sliding has extra friction just before falling off a cliff
Skidding has extra friction just before falling off a cliff
Eltun move pattern (up-down-pace, bouncy, direct-zigzag)
Enemies only start moving on first frame onscreen
Make super-dash-jump a bit longer
De-equip animation
Eltun default values
0.1.7
Hitting an enemy resets diving and bashing
Dash sprint sprites only used when Hat Kid hits top speed
Collecting fallen hats
Fallen hats have less gravity
A basic no-bash-timer when you don't get a combo
Forcing power deactivation when dying and releasing power (glitch fix)
Un-diving controlled by animation
Sprint Cap doesn't accelerate in the air, and has skid trails on ground to represent high speed
Eltuns squash animation
Game pauses when getting a new hat
Bash-stun visual effect
Spin hat first draft
0.1.8
Poddles
Poddleballs dying when hitting a wall
Pon GUI
Big Pons
Crouch slide
Spinning Hard Hat (released)
0.1.9
Squished enemies disappear faster
Dive boost fx
Turning while crouching
Death 3 tone fade
Rudimentary palette system
Death animation
Falling into a pit should kill automatically like in Mario
Small pause when hit
Small knockback when hit by colliding with enemies
G-g-g-game over
Spinning rework
0.2
Pon transparency removed
Dive boost animation a bit quicker
Pon counter resets on death
Dash-get-power glitch fixed
Death animation tweaked to be similar to Mario.
Add FX to Spinning
No air resistance immediately after spinning ends. Air resistance only reapplies after touching ground
Thor's Cap increased vertical reach and runtime
Death by falling into a hole no longer plays the death animation, although it pauses for the same length
Game over screen control
Game Over text changed to how it is in the mockups
SMW2 Music
Fixed death animation (slight vertical jump before game pause kicks in)
Grounded spin longer than in-air spin
Spinning hitting blocks too soon no longer causes turning around
Make bash feels good
Small pause during smashes with blocks and enemy, to give it extra oomph
Spinning thor hat
Hats with a bit of delta randomness on ending frame
Poddles no longer change direction when they're shooting--only when they're idle
Score only resets when a game over occurs
Level 1 enlarged
Game over scene doesn't expand images, so they look more natural
Bash jumping
0.2.1
Dialog line crawl sharpened
Dialog B button skipping to next line
Bash invincibility
Tightening bash corner correction and feel
Bash jumping made easier
Screen Scaling support
Fixed Eltun losing path glitch
Choosing NPC dialog from root
Gravity, walking, and running tuned up to be more like Mario
Basic dialog scene signal system
0.2.2
UI is re-revealed when you continue from gameover
Gameover music start-and-continue
Player die lower
Players can no longer dive while dead
Non-scroll rooms (Megaman style)
Fixed bug when some enemies, when hit with a potion, don't flip vertically
Crows jump lower
Most enemies fall slower
Camera limits act as walls (bouncing off of, colliding with, etc)
Text goes to subsequent lines only by player intervention
Fix Animation Tree error
Decrease bash stun amount
Post-Power invincibility frames
GIF CREATION KEY (R)
Fix FlushQueries error
Fix framerate inconsistencies in enemies
Fixed interrupting dive with getting hurt causing being locked in no-walk-mode
0.2.3
Longer invincibility frames
Superdive OFF of enemies!!! (weaker than regular superjump)
Slow down superjumps and make harder to pull off
Spin-attack deceleration
Dive a little bit more vertical velocity
Screen-moving limit doesn't affect enemies while the walls are moving
Screen affected by pause (cannot move when game-overed)
0.2.4
Timepiece-get-anim
Main music loop trimmed to remove small gap in between intro and music
Weak-coyote-jump seconds after bash
Bash-intense glitch
Bash-next-to-block now works properly
Camera let active during pauses, so when player dies, camera can follow offscreen
Pause game during dance
Pause in getting-hurt only affects enemies
Key to turn off debug mode
Key to capture gif is now F12
0.2.5
Dialog Scene system
Running does not accelerate in air (but still feels good)
0.2.6
Pause menu. Sound options
Persistent Settings Data
Rollback running lack-of-air speed
Add vertical drag margin for camera (so camera doesn't move vertically on every jump)
Deactivate enemies while offscreen
Enemy respawns
Score multiplier goes down after a certain time (shorter fuse with higher multipliers)
Respawned enemies don't give score
Lil'ens NOT falling off cliffs
Fix death
Fix Pushing-Pacing-Eltun-bug
Turn off white-flash when level restarts
Normalize player collision boxes in idle state
Spinning has weaker gravity while falling
Spin forward speedup
Spin-jumping thru ENEMIES that hit your head
Skid-perfect for spinning near off cliffs
Debug mode how-to info
0.2.7
Score multiplicity medium decrease when on floor and slow decrease when in air
Fix sprite jitter by pushing camera rendering time later
Add documentation
Remove non-parametrized uses of get_node
Disable cannonball hitbox after it hits a wall
Add Pon as a placeable block in the tilemap
Increase Coyote Time while spinning
Add tileset Corners
0.2.8
Off-screen Secret areas
Added Ladders
One-way platforms
Spring
0.2.9
Vanill
Full options menu:
Volume
Controls
Palette
HUD Size
0.3
Ladder tops
Ladder climbing animation
Animate time piece spinning
BUGFIX: Player can no longer move after timepiece-get-dance (between end of dance and level-unload)
BUGFIX: Bashing in camera-capture no longer considered as leaving it
BUGFIX: Support bashing at a wall from point-blank
Remove bash-stun after bouncing off walls
NPC "press up" notifier
Eltun sinusoidal pattern
Pause during camera capture transitions
Make screen transition harder (less ease) and faster
Spring speed up
Gameover-menu-hand-up-jitter
Add-freeze-frame-when-taking-damage
Fix Warnings
Increase height of left camera capture
0.3.1
Sfx
Gelato spikes based on PATTERN, rather than distance
Bugfixes:
Eltun blast death
Jumping out of climb-over animation
SFX for changing volume level
Fix camera capture release level to be within camera-bounds
Bashing into camera capture bounces off
Opening menu during timepiece dance stops level-end
Moving platforms
Make spring thinner
Moving platforms only activating when in Player view (but no respawning)
0.3.2
Sfx
Change volume sliders to be logarithmic
Fix player release keys to work even when released during pause section
Tree tiles
Flower tiles
Add option to hide HUD elements in DEBUG MODE (F11)
Toggle pause button in DEBUG MODE (F10)
Score multiplier in pause still going
Handle multiplier label with multiplier over 10 (and set max multiplier to 99)
Fix Gelato shell-invincibility lasting longer than intended
Add running cartoon dash off cliff (weaken gravity)
Tune up Level1 to be an actual first level
Fix springs to be interactible during bash invincibility
Fix pons to be interactible during bash invincibility
Stop bash invincibility from disabling player body collision
Allow to start duck from jump
Remove slowing down crouching players in air
Fix Vanill and Gelato intercrossing hitboxes
Time piece level transitions
Level 1-2 first draft
Under-layer sfx
Sprint pitch-up effect
0.3.3
Checkpoints (with priority levels)
Enforce power release for all powers
Fix Pons texture misreference
Use simpler gray background for level 1 secret areas
Short-grass updated to be top 8 pixels of flowery grass
Remove hidden area partial overlay
Music should be muted in victory music
Fix music in Level 1-2
Move collision boxes down one pixel so bottom black pixels are INSIDE world tiles
Give lost hats 1-second no-pickup period
Place level tiles on layer BEHIND enemies
Bugfix: Game freezes when level changes with active camera transition
Remove pause event on dialog with Mustache girl
Add level 2 tilesets!
Improve sprint pitch-up effect with pre-made rev-up SFX
Fix player power keys to work even when released during pause section
0.3.4
Keep power between levels
Dialog progression system: A forces to end of 2-lines, or moves to next two lines if already there. B ends all text by that person and skips to next speaker
Fix enemy animations causing levels to be re-saved (Vanill: moving param, Poddle isTurning and enemy "frame" variables)
Eltun: Reset flypath respawning (reset goal path piece)
Poddle: Allow crouching to dodge bullets
Fix collsion layer respawning for enemies killed by spinning and bashing
Increase cherrybomb range-to-detonation-area ratio
Extend Levels 1-1 and 1-2
0.3.5
Add background to 1-1, 1-2
Make dialog starters able to change levels
Add basic spaceship area w/ complete look
The startup music now stops any running music so any running song won't run at the same time
Holding the ability button when obtaining the first sprint cap doesn't have Hat sprint--it just has no ability present until you press it again
Run jump animation when bouncing off a spring
0.3.6
Create new level 1-2 (old level 1-2 will be 3-1)
Refactor powers
Create tutorial ship
Running walljumps
Running lookahead
Making running active on default when run power is equipped
Add dive action to run power
Walljump invincibility
Wall-sliding
0.4.1
Intro level
Ship cutscene
0.4.2
Alpha Complete Settings menu
New Palettes
Fullscreening
Brightness slider
Parallax Silder
Photosensitivity mode
Keybinds (controller compatible)
Skipping Cutscenes
Make dialog text 1:1 with main game's pixel size
Options menu doesn't open during cutscenes or TimePieceGet animations
Add Animations to Timmy Scene
Remove Lives
Lil'ens Running Cutscene in level 1
0.4.3
Bedroom with Cutscenes
Animate Doors
Create Robo-Kurt Boss
0.4.4
Add Music
RoboKurt boss prototype
3-color-palettes
Viewing all palettes in DEBUG mode
0.4.5
Robokurt health on gui
Robokurt defeating
Widescreen
Opening splash screen and music
Title Menu
Skippable opening cinematic with Hat Kid fall
Sfx on menus
0.4.6
Timmy Strikes Music
Screen shaking during cutscenes and Robo-kurt boss
Door sfx
Update ship camera barriers to account for new screen size
Add explosion and groundpound sfx to Robokurt
Fix dialog system glitch that didn't reveal entire sentence
Prettify trees in 1-2
Replace gif system with fast version
0.4.7
Correct Coloring
Boss fight bugfixes
Boss fight second-phase (start using smash instead of jump after getting hit 3 times)
Misc polish:
Facing WRONG DIRECTION when collecting time piece (NOT CLICKBAIT!)
Dive-when-collecting timepiece glitch
Skip cutscene skips lights coming on and they stay dark
Skip cutscene option causes dialog to not even be STARTABLE (signs and screen)
Skip cutscene causes Timmy to not be activated when talking to screen
Skip cutscene causes Time Piece to not appear
Still just BARELY capable of exiting under-level camera capture using Running hat
Ladder-climbing animation for Running Hat
Make photosensitive mode slow Logo coming in
No robohen flashing in photosensitive mode