"Super Magical"


 "Super Magical" Major Update

Version 0.0.0.06992

1/5/23

Happy Belated New Year ^_^

THE REAL MAGIC  mentioned  in the title IS MY PROGRESS AT UNDERSTANDING CONSTRUCT/ DEVELOPING SOFTWARE:

TOHN CAN NOW USE: ADVANCED FUNCTIONS, the choose(x,y,z) , calling EVENT sheets, LOOPS, TIMERS, RAYCASTING, advance pins (ROPE/FIXED), ADVANCED GROUPS/FAMILIES, Moving the player between rooms and how to keep what you need and don't when you move rooms. ADVANCED EFFECTS (glows, more explosions)Improved canva workflow, AI art gen process, and documenting progress there.

How to use expressions (comparisons like COMPARE 2 VALUES) better and how to use strings with them. This creates the groundwork  creating  fun stuff like having stuff change in real time  based on game properties,like setting the size of The 'Blue Speed Demons' AOES based on how fast the player is going or like using a string global variable to store which SHIP the player is flying and call it in events, etc.

Better Organization, A more standardized procedure for adding, removing, or changing code.

A better system for keeping rollbacks/recovery files of the project.

Better USE of keyboard shortcuts, general workflow stuff and overall understanding of how to build features and solve problems with the engine's tools, like for example now after learning how to save/load data in the last major update, the game  now has more advanced features utilizing these methods. 

CHUDZY IS GAMEPAD/KEYBOARD CONTROLS READY NOW TOO, 

So the local shared screen co-op is a lot more accessible then it was before, especially from a coding and accessibility stand point. While working on this I overhauled the old code, the code for the controls had to be more flexible and was made so with the use of functions

This update has a good amount of content to make the game far more interesting before, during and after conception. I’m really hoping these additions really bring home the feeling of Star rearing power that lives inside of us all. One big add is the keyboard layouts for both pilot and co pilot 

Accessibility is genuinely important to me and I'm working hard to build a strong foundational knowledge on how to do so for this project and the ones to come after. Please let me know if this is important to you too.  Some other aspects have included an intentionally high contrast sort of art, minimal text where I can (will 99999% ditch the slideshow / on screen text soon) and using open-dyslexic for what I consider the critical text of the game. My goal is to openly develop this and future projects with a community . Right now I am doing as much learning as I am coding, but its practical knowledge that I am excited to gain. Thank you for taking the time to check this out and best wishes. 

A tired and gracious game dev,

Tohn


PS

SORRY THE NOTES ARE A MESS WITHOUT CONSISTENT FORMATTING, lol

I keep posting these when I am at the end of a marathon of building the game and have generally been well past the point of exhaustion, so please bare with me until I work out a healthier schedule. 


---------------------P1 Keyboard Controls---------------------l

WASD for directing your vessel, HOLD SPACE down to pickup/charge, let go to RELEASE. 


FOR ADDITINAL DETAILS PLEASE SEE THE SLIDESHOW ON THE GAME PAGE, its been updated as well to include the multiplayer controls too :D




Added: 

+++++++ B.O.S.S. modules +++++++

Its Features:

DOUBLES ALL BASE SCORING inside the scoring function (the majority of scoring uses this function

excluding a few special cases)

Weirdness on the map,

Zoomy auto on 

Player size scales with charge amount

WBCS SPAWN SPIKYS whose HP SCALE WITH MCR

Each BOSS module increases how many skill points 

No AUTOMATIC RECOVERY ON DA OTHER SIDE.

More features coming soon.


----Da EX-Change Zone------

What happens there?

This feature is a must see if ya get the chance ;D It s contents hold the bulk of the recent

Love put into this project


-----Improved main map and its features---

-----Sperm size scales with TIME ALIVE (might make this into an item later, try it now while it HOT) This alone has made a big difference in the look of it all. Very fun.-----

-----Added "The Blues"------

PILL-TS NOW CHASE/TACKLE WHEN CLOSE TO PLAYER

 Almost FULL KEYBOARD CONTROLS:  A mouse is needed to activate Bonus modes, WILL FIX ASAP             

ADDED MOTION BLUR to the the player when they pass thru 'The Blue Speed Demons" AOE

Added Typewriter effect to start menu text

WBC Now drop spikes in Egg phase on any condition 

Game Should now automatically hide the touch controls, when any other input is used and vice versa.

Game displays the option to turn on "Balls of Steel System" module, once one has been collected, in main menu

Added type effect to Play again text

Player now glows glow worms on low health! NEW EFFECT WOW

other hud effects (opacity/glitch) on low health

Players can exchange Xfactor to return to this SIDE at the TREE.

Changed how walls work and their art.

Improved main map and its features

Objects that should persist on room change have that behavior now.

Persistent Objects will reset when a new Round is started.



Changed: 

Revamped Scoring System: With counter effect, and significantly improved code, using functions

Player now can pick up energy when charge is full all the time, 

****there will be a challenge item that reverts this. *****

Trying out fireball only being destroyed on collision with Vessel   

SPOREM ARE CLEARED ON ALL SUPERSHOTS, THESE SACRIFICES DRAW IN GIFTY AND THEIR GIFTS,

EACH SPOREM SACRIFICED CONVERTS ITS TIME ALIVE INTO X FACTOR

WAVES TOO, THESE SCORE DEFENSE COUNT PTS FOR EACH

Optimized Superhot/Mugshot into functions to make them easier to map, use around the program

SUPERs destroys waves in addition to Sporem ( to help with memory issues in the EX-Room)

changed the trigger for clearing DNA to on layer instead of a specific bg

Made all text on layouts into WEB FONTS FROM PROJECT (before it was only loading my chosen fonts if they were, already held locally by the user)

Made all text on layouts into WEB FONTS FROM PROJECT (before it was only loading my chosen fonts if they were, already held locally by the user)

LOWERED FIREBALL POWER STONE OPACITY

Pill-t's now wrap layouts, for more epic tackles lol

Sporem bounce to off by default, now requires a bouncer.

Corrupted Apple to only be hit if player is within 666 pixels distance + on screen

Changed Chudzy Intro sound  

PILL-TS NOW CHASE/TACKLE WHEN CLOSE TO PLAYER

Improved WBC BB spawns

Destructible walls now only get hit on screen

Changed the sprite of the bouncer, portal has that sprite, bouncer has new image

Changed Dolphin/Wave Spawn behavior: Super sick now



Deprecated: 

Removed pausing from Conception Screen, was there by accident lol

Removed useless behaviors from Buttbox



Fixed:

FIXED GAME NOT RESETTING PROPERLY AFTER Conceptions

SCORE ROLLING TIME SHOULD NOW SCALE WITH HOW BIG THE SCORE WAS, BIGGER SCORE = LONGER COUNTERv

Fixed EX MODE Toggle so it can't be activated before its appeared on the screen

Changed rate of recovery on the other side, no rate on Boss Mode

Changed auto zoomy from EX mode to B.O.S.S. Module

Fixed ENERGY overlapping Boss nodes

Fixed looping ambience to resume on any silence (screen wipes/some triggers would cut all sound but not turn that back on)

Fixed Ex Mode Toggle on Menu, would lock after turning on before

Added EFFECTS (sound and visual to EX mode switch)

Fixed Text display on Score/Play again screen, now is its own object as it should be lol

Fix DEATH ANIMATION, figured out how to have the game remember your character

Files

SUPER~SHOT~EX_0.0.0.06992.zip 128 MB
Jan 06, 2023

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