
Spoiler: and here's some of my optional opinions sent to jimmy and for some one who want to see it.sorry to bother like this, jim.
0.9 Beta 4
..........
- Changed game palette.
- Adjusted sprite offset for Elite Oozi Jerk.
- Adjusted speed of warping flats.
- Fixed texture alignment issues in Warehouse in E1A9, made some lines
monster-block.
- Gussied-up Squaresville a bit in E1A1.
- Changed some textures so that some important areas stand out a little bit
better.
- Added bubble effects in fountain splashes if they end up underwater.
- Changed E1A3's TNT dispenser to look like the others in other maps.
- Changed bridge at E1A3 so that the barriers only go up if there are
monsters.
- Changed monster placement in E1A4.
- Made the ending more explosive in E1A4.
- Removed some fountains and added matching "teleport exits" in E1A5.
- Added lower walkway in E1A6 around sludgefall - sealed up area behind it
for performance reasons and changed placement of cave-area powerup.
- Made passages under main cylinder in E1A6 glowy-lighty so that they stand
out.
- Added some more stone walls in northern area in E1A6 for performance
reasons.
- Fixed "Count as Secret" objects in E1A6.
- Changed monster placement in E1A6.
- Made E1A7's color-coding more obvious.
- Changed first Color Cube encounter in E1A8.
- Changed sharp staircase in E1A8 to a more architecturally-sound staircase.
- Changed E1A8 Disc area to a better Color Cube encounter.
- Raised the Silly Sphere platform so it can't be jumped to from the annex
hall in E1A8.
- Changed green building interior a little to make the windowed outside look
like it made sense with the inside on E1A8.
- Lowered pop vats outside of yellow building in E1A8 so the player didn't
hurt themselves dropping off of them.
- Changed lookout tower in E1A8 to have bars at the top so the player doesn't
fall off, plus an indication of its purpose in the map (exit lock).
- Changed the ColorCube on the dropping platform to the west to two Oozi
Jerks.
- Changed positioning of a crate stack in E1A9 warehouse that would have
trapped the player if they fell into it.
- Added some floes and warping-in enemies to the map end of E1A10.
- Tweaked Shotbow - a tiny bit less horizontal spread, 8 pellets, 5 damage.
- Tweaked Quadcannon - a small bit more vertical/horizontal spread,
10 pellets, 5 damage.
- Tweaked Oozi - increased damage per hitscan (5 -> 6), kept spread.
- Made the Destructinator more susceptible to Hellshell damage, since it
shrugs off explosions. (1x -> 2x)
- Weakened Anglefish health a little (50 -> 30)
- Slowed Cannon Jerk cannonball (20 -> 18) and decreased its damage (7 -> 6).
- Fixed some non-giblet giblets making "plop" sounds.
- Added status bar box for Goonade count.
Spoiler: mini destructinator finished.man, it's gonna be real hard to make 'em out from the sheet.
Captain J wrote:man, it's gonna be real hard to make 'em out from the sheet.
squared enemies with squared force is coming soon. gotta wait, say?Slax wrote:Pssst, J. Draw some Square situations. I couldn't do it so now I have to find a replacement. Yup!
Next time, on The Adventures of Square X...
Some day, one day...
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