So I guess disabling my debug flag in the release build broke something and caused some visual errors. Heres a temporary fix that resolves it for now.
A more complete version of the demo submitted for this year's Homebrew showcase is here!
BASE Features: this demo showcases the expanded vision for levels in cubecat.
Unlike previous years it only contains world one (Yarnia), but level design has
changed to feature multiple objectives like other collection platformers of the day.
-3 main objectives to complete (Find the Sacred Stitches!)
-A 'Secret' Sub Area
-50 collectible bells (They don't do anything but make a number go up right now)
-NPC's to talk to
Controls:
In Game:
A: Jump and Double Jump
B: Pounce (hold to aim). Lots of things can be pounced at:
Enemies- pounce to defeat them!
NPC's- pounce to talk to them!
Yarn Ball- pounce to send it flying!
Walls - Pounce to bounce off of them!
L/R: Rotate camera
X/Y: tilt camera down/up
Start: Open Menu
In Menu:
A: Select option
B: Exit Submenu
Several Changes both major and minor are included over the Judge's build.
For those interested in what has changed:
Bug Fixes:
-Event Triggers are fixed to properly complete the farm quest with added dialog.
-2 way loading between sub worlds actually works, preserving state between them.
-Lighting is re-baked and consistency between lo and high lod improved.
-In Analog Mode: Yarn aiming is properly mapped to analog stick.
-Fixed some camera bugs, improved Synchronization with VDP2 plane.
Added Features:
-Tweaks to level design
-Extra Gameplay Challenge added in the Sub Area .
-Adjusted placement of collectibles.
-Pouncing at a wall while in mid-air now bounces Cubecat up slightly, allows reaching
higher ledges than previously possible.
-Aiming mid air no longer lets you float indeffinitely- you will fall
after a couple seconds, so act quick!
-Title and intro story dialog added (can be skipped by pressing start)
-Extra Npc added with more tutorial dialog.
Thats it for now! Look forward to more worlds and objectives in the future!
Cubecat 1.0.3 changelog
General Bug Fixes:
Fixed bell counter that broke in previous update
Fixed polygon lighting bugs on Cubecat and yarn models
Sound:
Added more sound effects back into the game and changed default to SFX ON
-if you are encountering any crashes turn them off to see if that helps-
I still haven't pinpointed where the problem is
Controls:
Added ability to cancel out of aiming a dash by pressing the A button
- when on ground this results in a jump
- when in air this results in falling
Enabled analog support for 3d controller(experimental)
-You can turn it on and off from the options menu
-Enables analog movement on the stick and analog camera sensitivity on the triggers
Added Further control settings in the options menu:
-Camera Speed: Adjusts the maximum camera rotation speed (set it from 1 to 5), default is 3
-Invert Camera: inverts the L/R camera rotation
Title Screen:
-There is one now
Level 1:
Implemented LOD system
- Leave draw distance at the default now for best results
- slowdown might still occur at rare camera angles, but from my testing it
seems stable in gameplay critical areas
That's it for this update. The Hub and Level 2 may not get the full LOD treatment
for a while, as building the Low LODs by hand is VERY time consuming and makes
editing levels difficult. Going to spend the foreseeable future building out more content first.
The last update ended up revealing a DMA timing bug on real hardware that broke Cubecat's model and lighting. I'm going to look into it further, but this update seems to fix it for now
v1.0.2 changelog;
General Bug Fixes:
- Fixed Intro Blurb Text displayed when pressing Z
- Removed random debug text that appeared on screen
- Improved Alignment of background scrolls
- Moved Bell counter below health to avoid clipping off top of screen
- Fixed Rats Jittering up and down
- Stopped vertical camera offset from resetting after every jump
- Fixed backface display of double sided geometry (fences)
Hub World Changes:
-Minor texture updates and geometry tweaks
Level 1 changes:
-Raised default draw distance to 1200
-texture updates and geometry tweaks
-minor adjustments to entity placements
Level 2 Changes:
-Raised default draw distance to 1000
-Removed erroneous entities and a weird checkpoint placement
-minor texture updates and geometry tweaks
Thats it for now- Next update will hopefully add back in missing SFX