Astral Court DX · published
Changes:
- Shinies should now no longer be able able to spawn in places where the weight plates (in their default positions) would hide them
- Made some minor adjustments to enemy hitboxes. Though really it seems the hitboxes I really need to address are the player's, though that's gonna take some work. My plan is to have 2 hitboxes, 1 for collision with ground and 1 for collision with enemies/shinies/etc. I'll hopefully do this soon-ish.
- Fixed the spelling of 'frustrating' on the disclaimer screen
- Made the sun enemy's arrow indicator a little less transparent and thickened the arrow outline slightly. This is to improve their visibility in the Holy Trial levels!
- Made level 'Vs Mega Puss' less annoying, also quarantined it to the second variety course due to its difficulty (in comparison to the other sky levels)
- Removed the level 'Vs Big Angry Virus' entirely for being annoying always, and also being way more difficult than any other cyberspace level
Additions:
Taking advantage of the reworked Dragon Dogs, I've made 3 new endless-exclusive levels for the Holy Course! Yay!
Optimizations:
- Reduced the amount of instances of the skybox model in the Trial Select Screen. Originally each Trial icon is their own model the camera simply looks at when a trial is being hovered over. I've removed the main skybox from all of these, and replaced it with a single main skybox that simply gets its material switched out to match the visuals.
- The 'Shiny Collection' script would originally give errors every frame if the player wasn't there. I've adjusted the code to make sure that doesn't happen!
- In the scene where all the campaign trials get played in, every single trial had their data stored there as objects, waiting to be grabbed by the Level Player to load the desired trial, but then it'd just... stay there... even though they're now of no use. Now in this patch, when the trial has been loaded, all the trial data objects get destroyed.