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The final changes have been added for v2.0.
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It doesn't feel like a proper "solid" release, but I feel v2.0 had to come sometime, and that time...is on my birthday. 🍰
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Xane123 committed Jun 20, 2020
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Expand Up @@ -12,6 +12,8 @@ This is a list of any changes done to Mary's Magical Adventure since the last re
* Level variable and warping behavior has been changed. Before, level[1] (current level) always updated, and was used when forcing a level to load/completing a level. Now, both array indices aren't updated on non-standard levels. Level loading (using ExitTransition and the fake "loading" screen) now warps based on what level's shown on the title card rather than the level array, though that doesn't matter because any time when the player is warped to a non-campaign level, it's always done with specifically-written scripts.
* Fixed level number becoming 0 on the world map. It's unknown why the game thinks that map is #0 (1-1) and not #999 (non-standard) despite it being defined in MAPINFO, but this was fixed by manually checking for the WORLDMAP level. GZDoom being strange as usual here.
* Fixed small hut (eventually the lab) not fading in, which was due to it being "levelnum 999" (which means it isn't a standard-numbered level), which stops the script responsible for screen-fading because the levelnum is over 200. An exception for 999 was added.
* If you tried to transform with Chaos Bridges visible (xane_showcgems set to 1), you may have noticed that there were only six of them orbiting over your head. Where was the seventh one? Well, the Special Stage's clock pickup movement script was always running, so it intercepted and moved the blue Chaos Bridge to the origin of the current level. That script is now disabled outside of Special Stages (a weird oversight), so all seven now appear properly.
* Improved precipitation framerate. Before now, rain could grind the game to nearly a halt if the player went high enugh into the air during a storm. This is because precipitation continuously spawns around the player, no matter how far each wave of raindrops would have to fall to hit the ground. This predictably destroyed the game's framerate, creating way too many raindrops. Now, raindrops, snowflakes, and cherry blossom petals are removed if they don't hit the ground within a certain number of tics.
## Major
* Checkpoints no longer store much information, now just storing the current music and the respawn point thing ID. Additionally, that thing ID is only used if the player can't be warped to their "last safe position", which was previously only used when warping back from the Small Hut or Special Stage.
* Level start points are no longer scripted warps; Before this version, your character would spawn in a small black room before being warped to where they start the level. This could fail, leading to the infamous "Black Room Glitch". Now, if nothing happens, the player will always appear at the beginning of the level, as intended. This also allows levels to have multiple starting points naturally, like when transitioning to and from the planned hub area, which will connect directly to the first level. Xane's special level starting point (TID 1995) will still use the old method, but it's so rarely used in the game's levels.
Expand All @@ -25,7 +27,7 @@ This is a list of any changes done to Mary's Magical Adventure since the last re
* Though not used in any official levels yet, two new 3D skyboxes were created, one for the "Asian area" level and the other for the Cumulus Peaks sky level. They're a definite upgrade from the rather static "scrolling clouds" backgrounds used in other levels. These won't replace the sky in levels that already use the 3D Skybox trick for other things, though. For example, Rolling Albatross takes place on an airship, so it uses the skybox to make it look like it's flying over a part of the city. In cases like that, the sky will stay as the basic Doom-esque sky image.
* Added a "gobal shadow" system for compatible objects (currently just the first tree). If enabled thruogh ACS on a level, objects will appear to cast shadows onto the flat surface they're on.This can be seen in the new skybox.
* Mary now has more "momentum" to her running! Before, running was basically instant, but now she starts slow and reaches full speed within a second. This adds a bit more "weight" to Mary. She can still Air Dash to reach full speed instantly. This also affects her walking, which is now slower than before due to how this "acceleration" was programmed. Xane still accelerates near-instantly, though.
* A new potential Special Stage type is being experimented with, inspired by an old mobile game, Hungry Puppy 3D by IndiaGames. It isn't the most stable-feeling platformer, but it is distinctly different enough from normal gameplay, which would fit being the "special" stages. Visit "DOGPSTG1" to experience a sample stage.
* A new type of "special stage" was being experimented with, based on Hungry Puppy 3D by IndiaGames (old mobile game). It won't actually become a new Special Stage type as it isn't as fun as the "old SRB2" one that's currently in the game, but it may become a minigame.
## Minor
* In 1-3, the beach area was removed, and the bridge that comes from 1-2 is now visible from the windows of the original intro building.
* Added a "detection" mechanic to PWPD HQ. Upon entering, H-Computer alerts everyone to your presence, then warns about detectors scanning your character. Little black areas with red lasers firing from them are in some hallways, and if you don't jump over the laser, you'll be "scanned". This causes the lights to go out, alarms begin sounding, and bars lower to prevent exiting the building (though it's still possible to exit). Enemies will always be aware of your presence once this happens, always being alerted.
Expand All @@ -39,7 +41,7 @@ This is a list of any changes done to Mary's Magical Adventure since the last re
* The "endless Special Stage" event flag (array index [3]) was added, which will be used before the final boss eventually. When finished, this will lock the player into the Special Stage chain until all seven are completed.
* Large magic stars collectable in Special Stages can now be picked up and can be used to complete the Special Stage without problems.
* Lights were added to City Street Run's bowling alley vent to be consistent with Peacewater Prison (Xane's section)'s vents.
* Leaves drop from trees when it's raining or an air current is flowing through the current area.
* Leaves drop from trees when it's raining or an air current is flowing through the current area. As for autumn and cherry blossom trees, their leaves/petals fall constantly, regardless of wind and rain.
* Support for different foliage colors per level has been implemented. Currently, tree leaf clusters distant "imposter" tree renders change color accordingly, but leaves that fall off are still all green.
* Menu sounds were changed (again). I just can't decide how things should sound in this game!
* Juice inside of half-drank juice cylinders now can go stale if not drank again within a short time period. If it goes stale, the remaining juice in he container is forcibly removed from your inventory. This may be increased in the future. As switching levels instantly makes the juice stale, a proper global array may be used in the future to more accurately handle juice freshness.
Expand All @@ -55,4 +57,8 @@ This is a list of any changes done to Mary's Magical Adventure since the last re
* Magic stars in Special Stages make "ding" sounds when picked up, which go along with Dashin' for Magic's current chord. (Or at least, it's supposed to, but merely pausing the game or just getting unlucky and having the game lag when loading a new sound are enough to throw it completely out of sync! (Set snd_dingchord to 0 to instead play random notes.)
* The world map now forces high draw distance on, as it's a part of its overall look.
* The world map camera now starts zoomed in on Mary before unzooming to its normal position. It's planned to have this happen in reverse upon selecting a level.
* The Windows executable, PK3/IPK3 files, and the maps WAD file have been renamed to reflect the game's new name.
* The Windows executable, PK3/IPK3 files, and the maps WAD file have been renamed to reflect the game's new name.
* Fire has had its appearance improved! (At least, the ones produced by Mary's fireballs.) They now use particles with a nice cone shape instead of a "particle-fountain"-esque rising particles with an orb below them. These automatically lower in quality if too many are being rendered nearby.
* Cherry blossom petals (sakura) can now appear in trees! These aren't recolored, unlike the leaves, and even cause trees to continuously drop petals!
* Mary's fireball was upgraded. Though her fireball now doesn't produce near as many fires as it did in v1.95, the four fires it creates have good spread and damage things farther from the visible fires than you'd expect. Also, the fireball's direct contact explosion had its damage increased to 50, explosion radius to 32 units, and it also moves quicker now.
* Three 2D skybox renders were added. Two of them are the "asian sky" seen on the TEST level (ASIASKY1 and ASIASKY2), while the third can actually be seen in gameplay. Disable moving skyboxes by setting ***le_skyboxoff*** to 1 and load AREA4 (1-4) and you'll see a pre-rendered, still version of the city sky. Since it's only six images, it should really speed up rendering.

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