Much-needed fixes...!
Wearing Lingerie While Smashing Pumpkins into Small Piles of Putrid Debris With Your Bare Hands ยป Devlog
- Improved intro:
- The original version of the intro used GB Studio's "Camera Move To" event to switch between animation frames, which while functional does tend to create graphical glitching - brief ghosting, basically - which obviously isn't a great look (if I find myself attempting some kind of Game Boy demake of renowned Doom mod Lilith, then there may be a place for that sort of thing, but for most other projects it's all a bit ๐คข).
- Turned Morag into a Sprite in this scene and replaced all "Camera Move To" instances with "Actor Set Animation Frame" events instead.
- Better looking standing kick and small adjustments to walking animation tiles:
- Literally a case of copy/pasting and flipping the Leg Sweep tiles, and moving the odd pixel around.
- Changed path following "Results" screen:
- Results screen now leads straight back to Title screen instead of dev logo followed by intro sequence, so players can get back into the action quicker.
- Added "Replay Intro" option to Title screen.
- Added failsafes to button input events:
- Odd things would happen in the old build if the player were to press buttons while in the middle of an attack animation.
- Fixed pumpkin behaviours:
- Implemented "Variable Increment By 1" event to their On Hit code, enabling the end-game tally to actually work - a heck of a thing to overlook... ๐ต
- Fixed issue which had caused them to be invisible for most of a run.
- Added Crash sound when hit.
- Expanded pumpkins' "attack pattern" loop:
- Initial pass with dialogue boxes serving as a tutorial.
- More variety in terms of where the next one will come from; there is a pattern, but it's a long one...!
- Added Pause menu.
- Also exported downloadable .gb and .pocket files.
Note that this isn't WLWSPiSPoPDWYBH's final form...!
Still to come:
- Improved Results screen:
- The current version still uses the aforementioned "Camera Move To" events, with associated glitching, plus, as the core of the game is a large-sprites stress-test, the reasonably-proportioned version of Morag on the results screen seems almost anticlimactic... ๐ค
- Dialog box avatar fix:
- This will be a very minor fix, but Morag's supposed to be wearing a pumpkin hairclip in this game, which I completely forgot to include in the avatar images... ๐คฆโโ๏ธ
- UNLOCKABLE GALLERY...!
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Wearing Lingerie While Smashing Pumpkins into Small Piles of Putrid Debris With Your Bare Hands
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More posts
- New download! (Well, it's still the old build, BUT...)Feb 02, 2024
- Final tweaks for this version ๐Nov 03, 2023
Comments
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Wow, you've had a very busy Halloween! Everything has been overhauled in less than a day!
I've been able to get a proper taste of the gameplay now, it's fun and works well as a short game! A small interval between pumpkins especially at the start would help ease players into the action and would prevent situations where moving away from a pumpkin makes the next one hit you from the back. Other than that, I think you've addressed all of the other issues I had in this a large and very fast set of fixes!
I've been thinking about adding some wait time between a pumpkin appearing and actually moving - like a fraction of a second ๐ค
Which in turn got me thinking, if that interval can be of varying lengths, I'd be on track for implementing difficulty settings... ๐ค๐ค
They can speed up as you go, just the first few should be slow enough for new players not to get knocked out in 2 seconds. If you're adding wait times, then maybe you can show an arrow or a target icon at the place they'll appear. That will also help players avoid instant impact if they're standing at the edge of the screen.