lots of improvements and bug fixes. There was an area in W1 that was impossible to traverse somehow. I will post a more complete changelog soon, but all player weapons have been improved, and the push ability now also blocks bullets. I have also made a few level design changes in W1 and a lot more!
Mo
Update notes for December 18 2024
Hi everyone,
As I have been working on chapter 3 I have found a few fairly major issues along the way that required fixing. Here is a list below :
- Fixed all ship weapons' attack power stats for every upgrade level. The ship's green laser stats were pretty broken somehow. It is fixed now although It might still be a bit too powerful, it’s better that way and I will fine-tune it later. - Lowered player's rifle's ATP by one point and raised the shotgun damage by one point. - Raised level of enemies in travel tunnel 2-3. - Raised the levels of enemies in the second half of World 2. - Adjusted destroyer enemy ship stats, attacks and collisions (first appear in Shmup 2-3) - Fixed a breachable ship in the 2-3 travel tunnel, which had invisible wall guns and missing ANNE piece to collect. - Added W3 theme music - Added missing travel stage 2-3 music
I am still working on chapter three. This means doing some World 3 level design polish and adjustments to enemies and bosses. I am also bringing back a feature where the ship does not clear enemies on screen when landing and can be attacked while “parked”. Somehow this feature was turned off by the main programmer back then and I am asking him to help me out bringing it back. Essentially this is not a JRPG airship :) Baddies can indeed decide to take your ship down if they find it. Leading to interesting situations…
I still need to figure out what causes an exception with displaying the button prompt. A bit above my pay grade, I would need to waste a considerable amount of time to figure this one out and i prefer spending my time on improving the overall experience and looking for a programmer to help me with this eventually. So again very sorry for the missing button prompts in the game.
Thank you for your continuous support!
Mo
Inputs fixed ! (PC only update)
Hey all,
I am pleased to inform you that we are almost done with all the input bugs. Although everything seems to be working fine now, the input displays for the keyboard and mouse controls are offline. This means that there is no ways to know what key to press but we should have a fix soon and we will update all three platforms then.
Cheers,
Mo
Critical controller input bug fixed.
Hi all,
just to let you know that we fixed a gamepad bug that has been there for a while. I didn't experience it sooner since I didn't have any controllers plugged in for quite some time... My bad.
I noticed that some controllers may have issues where they have a constant input being pressed, my Buffalo brand controller is always pressing down for some reasons (sucks in the menus). We'll look into that eventually but for now back to the game.
Thank you,
Mo
World 2 missing sprites fix
-Version 02.03.2024-
Hi everyone, this is a mini update fixing missing sprites in World 2.
I am still working on the gameplay test arena. It's not that easy to accomplish since many bosses depend on special variables and conditions in order to spawn and I need to sort this out :). I will reply to the forum messages soon. Sorry I really wished I could be full time on this
The arena will be available through the "beta" version. Coming soon!
thank you for your patience!
A.N.N.E update 0.20.2024 - For all Platform this time!
Hello, friends and survivors of this slow-motion adventure we are all in together.
I was hoping to release this update much sooner but I have been pretty busy with life and some of the issues took a while to fix, and some for dumb reasons... Nonetheless learning programming with someone else's code is challenging. But I have some help from my buddy David so things are moving forward. This is the return of the Linux and Mac builds using my new Linux machine, so I hope that these builds will run well since I do not have time to test these two SKUs.
I will make sure to go around the forums to look for issues I may have overlooked and do my best to get these fixed ASAP. You will find a list of most of the changes below. Also, I believe that the old version of Unity I use is creating Mac builds for a Mac OS that Steam will no longer support... So I will most likely have to resort to having Linux and Mac builds on my website directly... ;_; To be continued...
For the upcoming update, I am considering sharing a special save game that would load into an enclosed playground area with most of the gear unlocked and all kinds of enemies and physics objects to play with... Let me know what you guys think. Might be something fun to do while waiting for chapter 3!
I also asked the folks at Valve to set my project back to Early Access I am unsure of how it came out of EralyAccess, but it was an accident/mishap on my part.
Cheers, Mo
Patch 00.20.2024 details
fixes/changes list
global
- changed sound FX when collecting core fragments - changed the title screen song - added a new music track for the beginning of W1 - lowered default main volume - Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the weapon. - Replaced all videos with black placeholder video. To reduce the size of the game and get some speed - Made some quick adjustments to "support" wide 21:9 | 43:18 displays. - Set the game to display a resolution dialogue when launching. 1280*720 recommended. Unless you want to laugh, experiment or simply have no choice. I set Unity to only allow 1280 x 720 but apparently, it doesn't care about these build settings @_@.
HUD
- The core level is now displayed properly when acquiring an additional core level. It might not work in every language since Google Translate modified caps... Will fix it eventually). - Made the button display window bigger * Note that the cursor got smaller. Will be made 200% bigger in the next update.
Prologue
- removed some enemies inside the enemy's carrier ship that would spam the screen with bullets. * noticed that the ship's grab function was disabled during the prologue. Will look into enabling it back, while keeping the tutorial for it later in the game.
W1
- Made some LD modifications at the start of W1 ; better flow and a more logical item placement. Now rewarding clever players early on since the idea with rusty keys is that you must save them as much as possible for later in the game ;]
- Added a new ambiance with a new song from Tomoharu Yamashita (first composer, aka Miyamo). This new-but-old track matches the mood better and the previous track will start once the player has gotten the ship back.
- Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the first weapon.
- Fixed a bug where it was impossible to repair the ship.
- Polished a few environment sprites and tiles.
Fixed early game broken gun collectible. ( PC only )
We were pretty much off this summer but we are picking up steam now. Unfortunately, this fix is for PC only as Unity cloud builds no longer support our old Unity version.
I have to figure out how I will build the Mac and Linux version.
Stay tuned
cheers,
Mo and the team
Boss damage on spawn Bug fixed.
A critical bug causing the player's ship to take damage while a boss was respawning has been fixed. It was supposed to be included in the previous update but a small value was changed or reverted unintentionally. NB: More bosses may need this feature activated in the future.
Cheers.
A.N.N.E June 24 update
Hi everyone,
sorry for the delay in releasing this new update however We are all pretty busy with life. This update includes tons of ld and gameplay tweaks and new content. Although the important bug was affecting the game globally, this update includes mostly improvements for the Chapter 2 content. here is a quick changelog of the significant changes:
Major bug fixed: Boss reset.
- Bosses and enemies would not reset fast enough on respawn, sometimes causing the bosses to reappear on the player ship causing an instant kill at the start of a boss. This would make dying and retrying against certain bosses a real unfair pain in the buns.
World 2
- Did a big level design rework in the Windmill village. - Did a few level design tweaks in multiple areas, but more to come. - moved the slime boss - added a new laser golem boss - added a new mid-boss - Did a few sprite art polish - Switched two songs around for the exterior and interior world themes.
Bosses and enemies
- Slime boss has been redone entirely - added laser golem boss - reworked the Destroyer ship as a mid-boss - added a new enemy type at the entrance of the mine depot
Gameplay
- Enemy forcefields can be destroyed by pushing an enemy or object into them with the player's push blast ability. previously only possible with the ship. - Falling platforms have been fine -tweaked to give a bit more time to jump off.
Player
- tweaked player running smoke fx - player x climbing speed raised from 3 to 4. - player grenades have a bigger radius and a slight attack power boost - Shotgun bullet range increased
Audio - Added 2 new tracks and
Upcoming fixes:
- Fix to an ambient sounds bug where their volume stays at 0 following ambient change. - Reactivate the "on-world arrival" HUD showing world map player location info and the name of the current area. - General enemies and weapons balancing, some stuff seems pretty off and needs some more testing/code review/investigation in order to figure out if the stats match my original design/equations. - Missing so many sounds :( Plus the ambient turning off bug is not helping. - the player ship laser should not go through force field.
Chapter 3 is still in the works but chapter 2 still needs some more adjustments. I still have to give some love to the laser general boss fight at the end of world 2, some level design corrections and then I will be dedicated to chapter 3.
Thank you for your continued support and Have a great summer!
Mo
New Mac and Linux versions available
Hi all, Sorry for the delay. Here are the Linux and Mac builds. There's been some cleaning up behind the scenes and I hope there won't be any issues with launching the game. Thanks!