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- Startup improvements. Cleaned up the code, unified loading images.
- Display loading steps. New section in text config for loading messages.
- Set everything related to the startup screen immediately to prevent things jumping around.
- In image config, not setting frame count for an orb sprite defaults to 1.
- Completely reworked how orbs are stored in lists. This makes it much easier to manage and less prone to odd crashes.
- However, something about the new orb movement logic made cascades push the orbs further back, so I specifically had to make the knockback lighter than intended. I don’t know what this is about.
- Modding fixes - correct launch speed and applied text color everywhere. Menu backgrounds are also used correctly.
- Removed old progress bar sprite from the fi…
- Startup improvements. Cleaned up the code, unified loading images.
- Display loading steps. New section in text config for loading messages.
- Set everything related to the startup screen immediately to prevent things jumping around.
- In image config, not setting frame count for an orb sprite defaults to 1.
- Completely reworked how orbs are stored in lists. This makes it much easier to manage and less prone to odd crashes.
- However, something about the new orb movement logic made cascades push the orbs further back, so I specifically had to make the knockback lighter than intended. I don’t know what this is about.
- Modding fixes - correct launch speed and applied text color everywhere. Menu backgrounds are also used correctly.
- Removed old progress bar sprite from the files. Fixed level HUD elements positioning.
- New configuration options: knockback strength, powerup drops and warning light rotation.
- Now supporting custom orb shadows.
- Window display, including the startup screen, resized to 1280x720. Content size remains the same.
- New channel link in credits.
- Fixed error messaging when loading faulty modding configuration, preventing additional GameMaker crash reports from popping up.
- Added an option to have powerups fall to the shooter like in Luxor.
- Pads get sucked into the hole on a fail like in MoD 1.
- If an orb segment is knocked off screen entirely and no more cascades are happening there, it is quickly brought back into game field.
- Mid-level saving is improved to use the new orb listing. It also keeps track of Accuracy powerup duration.
- Splash screen no longer used at startup.
- For mobile and touchscreen compatibility, clicking on the shooter swaps the orb.
- Skiplevel cheat no longer goes beyond the adventure campaign, avoiding crashes. Still, don’t try to start any bonus levels from there.
- Ported the game to Android. Button clicking and orb shooting better adapted to touchscreens. Also enhanced the instructions to also explain touchscreen play.
- Instructions are displayed when starting a game for the first time. Added an option to skip it on following runs. Modified instructions layout and option texts accordingly.
- Added a debug overlay.
- Shot orbs still dropping onto the path are also cleared in matches.
- Slight improvements to readme and modding help, also documenting the new changes.
- Changed how the intro animation works, though it should look the same. Improved layering in the game field.
- Actually enforced setting the title, background and first path to each map.
- Fixed game crashing when loading an invalid Adventure save after reducing levels. The player is notified of it and given the option to start a new game.
- Total time played format changed a little to make it clearer it’s hours-minutes.
- Custom graphics in Windows installer.