Changelog v1.3.4 - Story Mode Cosmetics and General Bug Fixes


I did a lot of code restructuring in this update. I tried to thoroughly test everything, but I might have broken something somewhere that I didn't catch. If you come across any issues, make sure to let me know so I can get it fixed as soon as possible!

Here are some videos of a few of the graphics improvements in this update:


Changes and additions:

  • When you reach the end goo in the level editor, it now completes the level and takes you back to editing.
  • The metal mines outer walls and cosmetics are now darker to make it easier to distinguish them from spikes.
  • Reworked the sprites for Acetal's legs to be slightly more forgiving (2 pixels extra wall space on each wall section). This better matches the areas it looks like you should be able to land on.
  • Made exploit on lvl_5_6 more difficult.
  • Changed type of mushroom near the goo access pile for levels 3_1 - 3_5 to make it no longer possible to skip the access pile with precise movement.
  • Extenders no longer attempt to extend if they cannot extend at all.
  • Added firefly particle to Crystal Caves overworld.
  • Added background particles to the Secret Shadowsphere overworld.
  • Enlargened key hitboxes (by 2 pixels on the left and right sides) to make the hitboxes more accurately reflect the shape of the keys.
  • Since the key hitbox have been changed, keys on the following levels have been slightly moved to preserve the difficulty of the level (and to not allow cheating the keys): lvl_3_14, lvl_4_14, lvl_4_15
  • Reaching the end goo while playtesting in the level editor now causes the goo sound to play and returns the player to edit mode.
  • Added beads circling the player during the fountain animation in the story mode start level.
  • Added uniquely colored particles to all the boss title screen rooms.
  • Added sound effect to the boss title screen rooms.

Cosmetic changes:

  • lvl_4_6
  • lvl_5_8

Fixed issue with autotiling on-off blocks on the following levels (these levels hadn't been rebuilt since the autotile script changed):

  • lvl_5_7
  • lvl_5_8
  • lvl_5_11
  • lvl_5_12
  • lvl_5_13
  • lvl_5_16
  • lvl_5_17
  • lvl_5_19
  • lvl_5_20

Bug fixes:

  • Fixed a few memory leak issues.
  • Fixed issue with several of the mushroom bugs not being set up to destroy the player upon contact.
  • Descender blocks weren't updating the variables used to decide whether to deactivate the object, so if the descender got out of view of its original location, it would constantly toggle between active and deactivated, causing issues with the player interacting with the descender blocks.
  • Metal Mines bonus thorns now tile with the normal walls.
  • Moved one of the Metal Mines bonus level faucets closer to the level because it was activating for the incorrect level.
  • Added faucet for lvl_5_1 (there was no faucet for this level).
  • Fixed issue with game freezing when canceling new profile create.
  • Deaths in quick play and level editor no longer count toward profile total deaths.
  • Fixed issue with the chunk loader only initializing objects within view at the start of the room (rather than initializing all objects in the 9 active chunks). This issue would cause objects at the edge of the room (when the room started) not to tile appropriately with their neighbors. Since the chunk loader was activating an arbitrary section of the room and not specific chunks, the chunks would also not get marked as loaded and would then be loaded later on, causing unnecessary extra computation.
  • Some objects would wait until they were initialized to deactivate, but now deactivate at the start of the room before even initializing. This should speed up the loading of both levels and the overworld.
  • Fixed issue with all the overworld bonus wall objects not deactivating once outside the view.
  • The chunk loader is more streamlined and only runs the necessary functions when in levels. This should speed up the loading of levels.
  • Fixed issue with story mode overworld and in-level music falling out of sync. The files were renamed to replace spaces with underscores in one of the previous updates, and the code that synced the files was still looking for files with spaces.
  • Fixed issue with some cutscene text not displaying. This issue was introduces a few updates ago when the view variables were consolidated into global variables. The issue was that the view wasn't updating in the cutscene rooms.
  • Fixed issue where achievements for dying 100 times and dying 1000 times would only trigger when reloading the profile (instead of immediately upon dying).
  • Fixed issue with objects being initialized at the start of the room that didn't need to be initialized.
  • Fixed issue with overworld door glow being in front of the player sprite.
  • Fixed issue with some particles not getting destroyed when the room ends / restarts.
  • Fixed issue with the pause menu where bringing up the pause menu while the screen was fading would cause the pause menu to not be visible. This was resolved by placing the depth of the pause menu in front of the depth of the controller object that controls the fading.
  • Fixed issue with the goo score coming out of the end goo pile being one less than the actual goo awarded for the level.
  • Fixed issue with the "last time" variable not getting reset when going from one level to another through the overworld or in quick play. This was causing the last time variable to not be set until beating a level.
  • Changed the horizontal speed of the blue slime buddy from 2 to 2.1 to match the horizontal speed of the yellow slime buddy. Because of this change, lvl_2_8 was modified to maintain a similar level flow.
  • Fixed issue where multiple slime buddies could land in the same square.

Known bugs:

Files

The True Slime King 1.3.4 Standalone.exe 220 MB
Jan 09, 2021
The True Slime King 1.3.4 Installer.exe 222 MB
Jan 09, 2021

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