tequibo at January 15th, 2014 15:53 — #1
This update makes loading levels much faster thanks to some code optimization and switching pathfinding solution. Other changes are less significant, but in the next update I plan to focus on making game more exciting and improving balance and dynamics of a game.
- added shotgun mod "walk backwards to regenerate ammo"
- sound for picking up eye
- 3d models for matchbox, rattle, marked card and pin
- levels now load much faster
- changed amount of levels and rooms on each level
- clearing a room now will boost mana regeneration for a small period of time
- alchemist's eye tweaks to prevent transforming some objects into same objects
- flamethrower now will damage objects
- jumping now will regenerate mana as well as walking
- reset and random upgrade options now have a chance of appearing in a vending machine instead of always being available
- slightly nerfed ray gun
- coins now will spawn in front of coin slot machine
- fixed interaction failing sometimes with chest
- fixed jump speed not changing after picking up wheel
- removed "caged crystal" item
- fixed shotgun mod "no reloading when not on full health" not working
- fixed fireball spell not aiming properly
- fixed game losing focus in windowed mode on after level loading
- fixed mana regenerating too quickly
- some more minor fixes
tequibo at January 15th, 2014 16:30 — #2
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simon at January 16th, 2014 10:03 — #3
Shorter loading, now that's another treat, thank you! On the other hand, as you're talking about balance changes coming up the new update, I felt the new update being overly hard. It might be that a lot of you are just much better players but the reduced number of hearts and the introduction of former level 2 enemies from level 1 on is literally killing me, over and over again. Don't get me wrong, I love and bought Fancy Skulls for the sheer challenge of the game, yet here I feel overwhelmed to the edge of frustration. But these are just my two cents. All in all I'm just really curious as to what direction the game is going and am always amazed at your speed, tequibo, and the level of interaction with the lot of us.
tequibo at January 16th, 2014 13:35 — #4
Dully noted! Will do my best to make it easy to start but still entertaining for someone who got good at the game(me). Next steps "champions" (some enemies will change status and I will probably add new ones) and maybe dynamic difficulty.
Thank you for your support!
viwalls at January 16th, 2014 14:44 — #5
If you try to get an item with the gamble machine behind this item, you take the item but activate the gamble machine too.
When the coins appears from the gamble machine, can be a good idea allow an autoloot. When you stay still you don´t get the coins even if you are touching them.
The big floating diamond enemy get stuck a lot of times with irregular walls.
*Sorry for this bit of time disconnected. I bought a new computer (yes!) because my elder computer is dead (lot of years, had a very dignified death).
ruddyadam at January 24th, 2014 15:51 — #6
Hey tequibo, awesome new changes in this update! Thank you!
That being said, there are some things I miss from version 0.5 that I wish hadn't changed, like the sounds. I wish there was not an auditory cue for which enemies are in the room, especially the red monsters. One of my favorite parts about this game was that those red guys would sneak up on me and scare the crap out of me. There was this panic when I pressed the switch, and I would spin around to see if I had any red guys on me. I miss that. Also, the red lightning that tells you how many enemies and where they are makes things a lot easier as well, and I don't think it is necessary.
Many of the enhancements are great, though, especially the faster loading times and performance tweaks. Thank you for all your hard work!
Also, I noticed a bug while playing. I had a marked card, and used a gambling machine on level 2. It seemed bugged because although I did have some times where I lost, I overwhelmingly won. I "gambled" for about 10 minutes this was the result:
I stopped at what I thought was an appropriate number of coins.
I am not sure if it was because of the marked card or other changes in the game, or if it was just bugged.
Thanks again, and still a favorite game of mine!
gzeusmants at February 21st, 2014 14:58 — #7
I can't seem to actually change resolution in windowed mode on Linux.
Of course, I'm using Ratpoison, so if FS sets its window resolution to that set by the window manager, that could be the issue I'm encountering.
tequibo at February 22nd, 2014 10:13 — #8
I'm afraid I can't help you with that. The way resolution is changed is handled by Unity engine the game is build on. Sorry!
In the latest update rudolphs now only heard from a certain distance, and lightning now shoots only to some eggs.
tequibo at March 3rd, 2014 13:11 — #9
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tequibo at March 3rd, 2014 13:15 — #10
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tequibo at March 3rd, 2014 13:15 — #11
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tequibo at March 3rd, 2014 13:15 — #12
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