Changelog v1.5.1 - Heart Achievements
The True Slime King » Devlog
Additions and Changes:
- Overworld doors now have a heart display that lights up if you beat the level without using extra lives.
- Added 6 achievements for beating all levels in each zone (and one for beating all levels in Story Mode) without using extra lives. I apologize for those of you who have already beaten Story Mode levels without using any extra lives; you will have to beat the levels again in order to get these achievements. Before this update, I hadn't implemented any way for the game to determine whether a level was beaten without using extra lives, and so there is no way to grant these achievements after implementing this feature.
- Fixed shading on all overworld locks.
- Changed shading on some of the foreground tiles. Also added a 1 pixel buffer around the edge so the tiles don't leave gaps between the tile and wall when the screen is stretched.
- The collision detection between rain and bees uses to use a point at the center of the bees, but now uses a circle (with a radius of 15 pixels). This means the bees will not be able to penetrate into the rain to kill the player if the player is sitting in the rain, since the bees have a collision radius of 14 pixels when interacting with the player.
- Increased thunder volume from 0.5 to 0.75.
Performance improvements:
- Partially complete: Reworked texture groups to make performance more stable across all areas of the game. The texture pages for the game fell out of organization, and in combination with newly added features and content areas, caused the game to slow down significantly in some areas. I reworked the texture pages to increase performance across a range of areas in the game. The most notable increases to performance are in the Story Mode bonus levels and in Quick Play levels with a wide range of objects and tiles. Previously, there were areas of the Story Mode (and some Quick Play levels) that had over 300 texture swaps per second (this was very noticeable in the bonus areas), which would cause the game to run under 60 FPS for some computers and on Linux (using Proton). After implementing some fixes, the highest number of texture swaps I now experience is between 50 to 80 per second, which should hopefully provide a consistent 60 FPS to most computers (including Linux using Proton). I'm not completely done with fixing up the texture pages, but things should overall be better now than before.
Bug fixes:
- When coconuts destroy walls/enemies, the surrounding walls/enemies now re-tile.
- Coconuts no longer make the exploding sound when they are destroyed from falling off the bottom of the screen.
- Fixed issue with storm clouds being able to move into squares occupied by walls and thorns.
- Fixed issue with player priming the jump button before the character spawns. The collision sound with the ground wasn't playing, and priming the jump button also would let the player jump off through ground without technically touching the ground, allowing the player to avoid triggering blocks (such as buttons) under the player.
- Fixed issue with replays getting created for the quick play validation area.
- Fixed issue with some foreground tiles being shifted by a pixel when placing the tile in the level editor. This issue was introduced in update v1.5.0. Unfortunately, this bug fix will not change any tiles that were off on levels that were uploaded to the Level Exchange.
- Fixed issue with background transitions in the overworld displaying the wrong background colors in the transition area. This bug was introduced in update v1.5.0.
- Fixed issue with the game only allowing one functional end goo in a level. You can now have more than one end goo, and the level will count as completed when the player gets to any one of the end goos.
- Fixed issue with level editor player spawn location not updating on level resize.
Known bugs:
- Clouds can sometimes be pushed in the incorrect direction if the player is in just the right position when hitting the cloud.
- If "Allow window resizing" is off, resizing the window on the top or left side makes the window move. This seems to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height().
- Replays don't display the correct positions when screen shake is applied to the view.
- Level editor doesn't remember all settings when switching between playtesting and editing.
- Quick play doesn't remember the level browsing settings when switching between level selecting and playing.
- Some objects are still autotiled by the chunk loader when the room starts (such as the colored key blocker objects). These objects can occasionally tile incorrectly if their neighbors haven't yet been activated by the chunk loader.
Files
The True Slime King 1.5.1 Standalone.exe 222 MB
Aug 30, 2021
The True Slime King 1.5.1 Installer.exe 224 MB
Aug 30, 2021
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The True Slime King
The ultimate precision puzzle platformer!
Status | In development |
Author | Josh Penn-Pierson |
Genre | Platformer |
Tags | 2D, Controller, Difficult, Level Editor, Parkour, Pixel Art, Puzzle-Platformer, Retro, Side Scroller |
Languages | English |
Accessibility | Color-blind friendly, Subtitles, Configurable controls, Interactive tutorial |
More posts
- Changelog v1.10.1 - Minor fixesFeb 19, 2023
- The True Slime King leaves Early Access After 6.5 Years of DevelopmentFeb 04, 2023
- Changelog v1.10.0 - Tying Up All The Loose EndsJan 29, 2023
- Changelog v1.9.3 - Minor improvements and bug fixesDec 03, 2022
- Changelog v1.9.2 - Minor improvements and bug fixesOct 24, 2022
- Changelog v1.9.1 - Minor bug fixesSep 26, 2022
- Changelog v1.9.0 - Final Content UpdateAug 22, 2022
- Changelog v1.8.0 - New Story Mode Intro LevelJul 29, 2022
- Changelog v1.7.1 - Level Editor Bug FixesJun 25, 2022
- Changelog v1.7.0 - Full Controller SupportMay 17, 2022
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