Another Demo has surfaced, thank you strife
https://www.dropbox.com/s/x78tdrvryhpr2fi/FP2_Sample_Windows_1-0-4.zip?dl=0And heres a change log, and ho boy this one is big
General
- Added smooth terrain generation. This will allow the use of more organic and free-flowing slopes that are not restricted by tiles and also cuts down on the number of terrain colliders in the stage. The final game's Dragon Valley will take better advantage of this feature, but for now, smoothing has been applied to the existing stage layout.
- Character sprites will no longer rotate when standing on slopes below 5 degrees.
- Some types of enemies can now be juggled after being knocked away. For Neera, this has a practical use since it allows her Ice Lasso to still freeze an enemy if she accidentally destroys it with the initial stabbing motion.
- Checkpoint data is now updated during KO resets or when selecting "Return to Checkpoint" from the pause menu. This prevents stocks from being recovered after losing them.
- Falling onto a spring when knocked out will no longer revive you.
- "Return to Checkpoint" is now disabled when the player is knocked out.
- It is now possible to do short jumps while guarding.
- Fixed a section of Dragon Valley where it was possible to end up on the wrong layer and fall out of the stage.
- In the Controls menu, keys that began with "Left" or "Right" would always use the graphic for Left Arrow or Right Arrow respectively.
- The game window can no longer be resized by dragging the edges. The game will also hardlock itself into the resolution chosen from Options to prevent the display from going blank.
- Joystick sensitivity in the Controls menu was way too high.
- Readjusted the hitboxes on all characters except Bike Carol.
- The player's attack hitboxes now check for enemy hitboxes inside of them, rather than the other way around. This should result in slightly more accurate overlap checks, especially for wide-area attacks like Bike Carol's air attack and Neera's down strike.
- Fixed a problem where the player's ground angle wasn't being reset if they jumped while not standing on the ground (i.e. wall jumping with Carol), which could cause them to shoot downwards unexpectedly when trying to jump.
- Added delta time to camera zooming.
- Added delta time to wind boxes (such as the ones on the Dragon Valley geysers).
- Added delta time to the swinging vine behavior of the boss's ball form right before the boss chamber.
- Dragon Valley vines are tighter now (with 3 plant segments instead of 4) to help prevent the player from clipping into walls while swinging.
Items and Hud
- Shields are no longer retained when restarting.
- Shield points can now be stacked by breaking additional shield crystals, which will add 2 shield points to your life meter. Your maximum number of shield points is equal to your maximum life petals.
- The energy meter will no longer grow beyond the boundaries of the hud for one frame when collecting crystals.
- Strong Revivals will now properly set the player's life petals to 4 instead of completely healing them.
- Fixed a glitch where "Return to Checkpoint" would add one life petal to the player's life meter if they had Max Life Up equipped.
- Halved the amount of energy recovered from collecting crystals. Additionally, crystals gained from chests and Speed Gates no longer affect the energy meter.
- When using the Stock Drain item, your stock bonus at the end of the stage is the same as if you had the default stock count of 2.
- Fixed an issue with Cheaper Stocks draining the player's crystals-to-1up count by 50 every restart.
- The player can no longer collect more than 999 crystals in a stage. Collecting additional crystals will still count towards obtaining an extra life, however.
- Crystals that are attached to stage objects will now detach themselves when being collected.
- KO restarts will now reset your total crystal count to what it was at your last checkpoint; however, the total crystals needed for a 1up is retained.
Lilac
- Lilac's sprites have received some touchups.
- It's now possible to do a high cyclone from the ground by pressing Jump immediately after an uppercut; However, its height has been reduced from 1.0.0 to about the same height as you would get from an air uppercut at the peak of Lilac's jump. (This also has the advantage of requiring less precise button timing to get maximum height from the technique.)
- Fixed a problem with Lilac's uppercut always using her previous ground velocity when calculating speed, even if she was airborne.
- Lilac's cyclone now properly refreshes if she lands on the ground during an attack and jumps before the attack state is finished.
Carol
- Pouncing is 20% stronger.
- Collecting a gas can now propels Carol in a direction relative to her current velocity.
- The motorcycle's acceleration when riding walls is doubled when it's falling downwards.
- Boosting while riding walls should now work properly.
- The boost sound will now only play if Carol's speed is lower than her boosting speed, otherwise the normal guard sound will play.
- Bike Carol's Down attack can now be used in the air.
- Fixed Bike Carol's sprite freezing up when standing still and holding Down until her Down attack animation finishes.
Milla
- Milla's energy now refills properly when landing on the ground during her guarding animations, as well as when hanging on bars.
- Fixed the hitbox on Milla's Super Shield Burst. It now checks for enemy hitboxes inside of it rather than the other way around.
Neera
- Neera's double jump now properly refreshes if she lands on the ground during an attack and jumps before the attack state is finished