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Author Topic: Ecsaiz 1.1.1  (Read 23 times)

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Offline AuroraDash

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Ecsaiz 1.1.1
« on: 17 August 2021, 16:05:57 »
Figured I might as well make a thread for this, now that I've made an improved version of it. Version 1.1 is named "hardtype" because I thought Gun's hardtype paths sounded cool, and because it's harder than 1.0 which I am henceforth calling "badtype". I'll leave both of them up if anyone's interested.

1.1.1/"Hardtype" download: https://drive.google.com/file/d/1cHt7PrLdGbc8uEsvvgghi_3RdL0akYCQ/view?usp=sharing

1.0.0/"Badtype" download: https://drive.google.com/file/d/1BnU1NS-jBD-OopsT8sLkQy84-c85iE8N/view?usp=sharing

Changes and improvements:

-- Overhaul of attack pattern generation! The goal was to make attack patterns less boring and samey and more likely to be lie in the chasm between "trivially easy" and "total bullshit". This entailed a multitude of changes:

---- The first change to attack pattern generation was to rip out 3 of the 14 original subpatterns, because they were crappy, and add 6 new ones in their place for a total of 17.

---- A couple of the subpatterns were buggy and created unintentionally dumb and broken patterns -- those have been fixed.

---- There was also a bug where extremely low difficulty variations of certain subpatterns could rarely crash the game. Things started to go wonky when the game's pattern difficulty variable fell below -3.75 and crashes started to happen at about -4.54. Now, all the patterns keep working fine all the way down to at least -8.82, which is the lowest difficulty the game uses.

---- Patterns can appear in a whole continuum of speeds rather than just three speeds. Furthermore, one in ten subpatterns randomly get a big speed boost because **** you.

---- Attack patterns consisting of two subpatterns instead of one are far more common and begin appearing right from world 1. It is also now possible for attack patterns later on to contain three subpatterns, which begins to be possible around world 5 ish.

---- Subpatterns belonging to the same attack no longer share any of the key variables that keep track of what's going on, which makes them a bit more interesting.

---- Replaced the "size parameter" with a new layer of variation underneath subpatterns. Internally they're called "btypes" and I like to call them "micropatterns". Short version is, whenever a subpattern would previously call forth a bullet and consult its size parameter to tell it what kind of bullet, it will now consult its btype and call forth a micropattern of one to three bullets. If it's a large bullet or multiple bullets, then the subpattern's base difficulty is lowered to compensate.

---- At high levels, the game now strongly prefers to use attacks with multiple subpatterns and fancy micropatterns at low difficulty rather than single subpatterns at high difficulty. This helps keep things interesting and greatly reduces the risk that an attack pattern will become impossible because its subpattern's difficulty has been cranked to the sky -- I suspect this will happen at difficulty 30-50 ish, but 1.0 will occasionally throw out undodgeable nonsense at much lower difficulty than that.

-- Fixed a few minor bugs with level generation which could lead to slightly janky levels, although this wasn't really that serious to begin with.

-- Game is harder -- it starts out at a similar difficulty but escalates much more quickly. I reached world 15 in 1.0, I doubt anyone's ever reaching world 15 in 1.1. The increase in difficulty between different stages of the same world is also now much more noticeable.

-- Starting in world 4, unusual-coloured blocks will occasionally release dark spirit thingies, which kick around the screen like the key does for the remainder of the stage, but, unlike the key, are deadly to touch. I don't find them particularly threatening, but they're there I guess.

-- Also starting in world 4, there's a chance that the white X blocks will be replaced by a much smaller number of new black X blocks, which are extremely durable.

-- Text on the title screen now randomly picks from a list of possible text lines. I wanted to be cute hahah

Things I didn't change or improve:

-- At one point I was planning on adding a scoring system, but I couldn't think of a way to make it interesting and distinct from "get as far as possible".

-- Blocks with keys in them are sometimes indistinguishable from the blocks around them -- tough, deal with it.

-- I couldn't be bothered to add sound effects either.
« Last Edit: 20 August 2021, 09:46:03 by AuroraDash »
Entryway / Moss Garden / Elevator / Magic School / Ice Prison / Splendid Tower / Technology Tower / Sky Platform / Hidden Attic / Genocide City

Poison's Lair / Shade Hollow / Backwoods / The Remnant / Underpath / Sorrow Peak / Energy Centre / Fire Hole / North Edge

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Offline AuroraDash

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Re: Ecsaiz 1.1.1
« Reply #1 on: 20 August 2021, 09:48:58 »
Update, 20 August:


GM Studio has this weird issue where games will run kind of choppy unless you fiddle with something specific in the global game settings -- from what I've heard about the problem, simple games that don't take many resources to run will cause the processor to enter a power saving mode in the middle of running them, or something like that, I don't really get it. Anyway, I forgot to change the settings properly until now, so I've gone ahead and done that and put it into a new version, 1.1.1.
Entryway / Moss Garden / Elevator / Magic School / Ice Prison / Splendid Tower / Technology Tower / Sky Platform / Hidden Attic / Genocide City

Poison's Lair / Shade Hollow / Backwoods / The Remnant / Underpath / Sorrow Peak / Energy Centre / Fire Hole / North Edge