Greenhouse Scamper Zone received a few fixes and tweaks throughout (alignment fixes, thing placement fixes, small oversights).
NEW: Greenhouse Scamper Zone is complete (for now, like other zones it is subject to future changes and enhancements). Tested in both Software and OpenGL (though OpenGL is still recommended due to how it handles transparency and lighting).
- Record Attack emblem requirements were updated in response.
Unfortunately, the games data had to be reset again (to avoid what would otherwise be an issue with GSZ's emblems in existing games). The level thumb is still relevant as there was no notable change in the start area.
NOTE: Area in .gif saw a few updates since this was taken.
- Skyward Garden - extension of the Amy and Fang route. The temple annex is live.
- Skyward Garden - a few colormap and detail changes in the temple sections
- Skyward Garden - fix a few sectors that did not get tagged as a deathpit
- Broadside Cliffs (both main acts) - additive shading for all light beams (instead of simple transparency
- Default Castle Eggman thumbnail for Skyward Garden Act 2 WIP (barely started) replaced with a placeholder box
- I noticed Skyward Garden Act 2 could be accessed once all levels were complete, it is just a single incomplete section, but best to put an end sign and at least give players a way out that is not quitting
Forgot to seal off the extension of unplayable area (in LWZ) with impassible linedefs.
Also, an alignment enhancement for the wood bridge near one of the moving platforms.
Sorry for the release noise, but this fixes the display of emblem hints for Lawn World Acts 1 and 2 and an attempted fix for the graphics of an FoF where a LWZ 1 emblem is.
NEW - Lawn World act 1 now has a new route to take, just remember to not lose the whirlwind shield at the beginning to access it.
FIXED - SOC error breaking a Skyward Garden emblem
- A couple of texture alignments were also fixed (tm).
- Easier to hit starpost near the start of LWZ 1
In addition, a couple of changes in 0.25 I forgot to add. More playable space in BCZ 2 with rings and goodies to find, slight changes to make a few starposts (not the LWZ ones) easier to hit, and some extra playable space in BAZ near the rock bridge (was highlighted in an attachment someone made for feedback).
New version, much smaller this time, but I am getting back to working with the binary format so I can resume releases. I will also start using Software as my renderer again to reduce the chance of major issues sneaking by.
- Fixed - backwards logic for the Brute Crawlas (in terms of checking z distance) was fixed. The broken logic made them more annoying than they should be
- Fixed - Poly Object rendering in software, for the WIP zone Greenhouse Scamper
- Large numbers of excess vertices and sectors were removed in Broadside Cliffs Acts 1 and 2 as well as in Skyward Garden, helping a little with performance
- The ending run in Skyward Garden is now accessed a different way, check the new red springs
- Layout change in Lawn World Act 1, concerning the way to get over the first fence. There is also another emerald token somewhere.
- Broadside Cliffs Act 2 now has more consistency in what is climbable and what isn't
- Small quality issues fixed throughout (overly rough sloped geometry, flags that should've been checked, wrong textures, wrong alignments, ect...).
- Start making use of the ramp sector special, it should make some ramps less prone to glitching
- It is now possible for the Yellow and Red Crawlas to check for z distance before moving if needed, reducing the chance of unwanted ambushes (which is employed in Greenhouse Scamper). Done through the extrainfo parameter as it is not universally needed.
- Lawn World in general now has a notably expanded texture set
Something messed up with a portion of Broadside Cliffs Act 2 (right before the final starpost). This is fixed now.
New update for the start of the summer season.
NEW: Broadside Ascent Zone is complete
NEW: Greenhouse Scamper Zone Preview
NEW: Initial pass on enabling Record Attack (rudimentary on the time aspect as I am poor at speedrunning).
- Reigned in Tails' ability to cheat layouts a bit (his vertical ascent slows down the longer he flies in one go).
- Horizontal springs were tweaked to make it harder to break a few feet from the object itself
- Lawn World texture updates
- Updates to the title screen
- Small fixes in a couple of existing zones
As usual, OpenGL is recommended because of the true color lighting (good for detailed textures) and the proper rendering of poly objects. Software mode does at least work in the new zones without being completely broken in spots.
It seems more likely the next version will be the one that comes with SRB2 2.2.11 (with UDMF in full). It will allow for so much polish that can't be done easily in the binary format. As in other releases, savegames have had to be reset due to changes in the number of zones and their sequence.
As promised, Creative Worlds Pack version 0.2 has been released to coincide with SRB2 2.2.10. Like last time, the strong tint in Broadside Cliffs Zone means OpenGL is recommended (if you want better colors).
Changes
- NEW:: Broadside Cliffs Act 2 complete
- NEW:: Broadside Ascent Zone preview, will be completed for the big UDMF debut in SRB2 2.2.11
- NEW:: Broadside Cliffs Act 3 (after Broadside Ascent).
- Custom boss graphics for both bosses now in the game, Lawnworld Act 3 has a far less frustrating boss now. Both bosses express custom behaviors written in LUA.
- Emblem threshold for earning the hints is higher
- Level completion threshold for getting Amy and Fang is higher
- Changes to the flybot to reduce state changes, this fixes the issue of them being unkillable after they shoot.
- Changes to two hit enemies to make better use of SRB2's built in functions (in an attempt to make them less annoying)
- Skyward Garden - Shortcuts are harder to do in a couple of spots, but are done in a well integrated way
- All Maps - Minor changes in an attempt to improve the balance for the first few node splits (to avoid rendering issues).
- Lawn World - Enhancements to one of the basement wall textures
- Some textures are now .png files and use the converter in SRB2 (to avoid graphical issues they exhibit if converted with SLADE).
- Other tiny map layout changes and small fixes.