Mushroom flicker bugs no longer switch rapidly between left and right sprites when they don't have anything to walk on. Mushroom flicker bugs also now fall down when they aren't on a block.
Known bugs:
Skipping the cutscenes can occasionally cause the audio volumes to not get reset back to the values they were at before the cutscene.
When screen is stretched by a non-integer multiple, tiles can draw parts of neighboring tiles. See this GameMaker: Studio documentation page for more information: https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/more%20about%20backgrounds/designing%20tiles.html
Moving the sound or music slider too fast doesn't update the volume.
Changelog v1.2.1 - Winter Update
This update brings some winter themed items to the Slime King world.
Fixed metal disk blades to rotate in the direction their sprites indicate.
Known bugs:
Skipping the cutscenes can occasionally cause the audio volumes to not get reset back to the values they were at before the cutscene.
When screen is stretched by a non-integer multiple, tiles can draw parts of neighboring tiles. See this GameMaker: Studio documentation page for more information: https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/more%20about%20backgrounds/designing%20tiles.html
Moving the sound or music slider too fast doesn't update the volume.
Changelog v1.2.0 - Partial Controller Support
I'm happy to announce that The True Slime King finally has some controller support. Sorry that it's taken so long for this update to come out. There was a lot of work for me to do behind the scenes to add partial controller support, and I couldn't release updates for it gradually, since it would have just broken the menu system or gameplay.
I'm very pleased with the new menu system design, and I'm glad that I decided to put in an options menu (the sidebar feels a bit clunky in comparison).
Added partial analog controller support (controller works for everything except level editor and quick play). In-game button tooltips show for xbox and playstation style game controller layouts, although I don't have a playstation controller handy, so I haven't been able to test to make sure the buttons show correctly in-game when a playstation controller is plugged in If you have one and can test, please let me know whether it works for you or not.
Added keyboard support for menu navigation.
Complete overhaul of menu system (title screen, profile screen, and menu screen). Profile screen now allows for unlimited profiles. Maximum profile name length is now determined by pixel width rather than a set amount of characters. Also added an options screen (the options sidebar is still in place as long as there isn't a controller plugged in).
Reworked minimap to include door/level locations and indicators for when levels have been beaten.
Reworked the pause menu graphics and added pause menu options.
Reworked the tooltip graphics.
Added fade out when going from an in-level instant replay to the overworld.
Added ability to go to overworld from in-level instant replay to overworld by pressing escape.
Reworked the Paranoid Brother sprite to make it more ghost-like.
Reworked crown sprites so that each crown has more of its unique color in the sprite. Added a glow to the crown sprites. Added medium sized crown sprites (that fits onto the player's head better) during the cutscene after beating bosses.
Removed the unnecessary blue key from lvl_3_16.
Modified the slime character sprites for jumping straight up and to the side to make the slime character look up rather than look sideways.
Expanded amount of characters that can be used when creating a profile name.
Changed size of hyphen and underscore (made them one pixel shorter) in the bubble fonts. Also updated the colors in blue, orange, red, and purple bubble fonts.
Decreased opacity on collected music disks from 0.5 to 0.3.
Decreased opacity on collected bonus goo from 0.3 to 0.2.
Level design changes:
Fixed a skip in lvl_3_11
Level cosmetic changes:
lvl_2_5
lvl_2_18
Bug fixes:
Fixed issue with the Echoing Entrance Boss drop blocks being able to pass through the player when traveling fast enough.
Fixed the sprite for when the slime character is standing on the ground against a wall on the right side (there was a pixel missing around the eye).
lvl_1_3 tutorial text goes away after beating the level if the player replays the level.
Fixed coloring on orange access piles to have consistent coloring.
Fixed issue with Echoing Entrance bonus dart walls not tiling with walls/thorns.
Known bugs:
There is a memory leak that grows every time the player enters the overworld (either from the menu or from a level). If the player enters the overworld enough times, this will cause the game to crash with an out of memory error.
Skipping the cutscenes can occasionally cause the audio volumes to not get reset back to the values they were at before the cutscene.
When screen is stretched by a non-integer multiple, tiles can draw parts of neighboring tiles. See this GameMaker: Studio documentation page for more information: https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/more%20about%20backgrounds/designing%20tiles.html
Moving the sound or music slider too fast doesn't update the volume.
Changelog v1.1.6
Changes and additions:
Reworked boss door sprites (made the black parts of the eye all black)
Bug fixes:
Fixed issue with missing resource: "spr_acetal_leg_shadow" that caused the game to crash during the metal boss fight.
Changelog v1.1.5 - Performance Enhancements
Changes and additions:
Grouped sprites into specific texture groups to increase performance.
Made mushroom bugs that move up and down on the side of walls in addition to the mushroom bugs that were already moving side to side on the tops and bottoms of walls. Reworked some of the sprites for the mushroom bugs.
Added pink mushroom sprites for the mushroom bonus area.
Replace all the instances of the foreground tiles that used one of the old tile sheets with tiles from the new tile sheets (no cosmetic changes here, just getting thing to a place where unnecessary assets can be removed from the game to help with performance optimization).
Made the autotiling script slightly faster. Loading into the overworld should be slightly faster. Loading some levels that have objects which autotile when loading the level should be slightly faster.
Reworked the 'new record' sprite.
The black slime sprite that shows after beating a boss now has more detail.
Bug fixes:
Fixed issue with steam overlay leaving artifacts on the black bars that appear if the game window is a different aspect ratio than the game camera.
Fixed bug where the sidebar would retain its current opacity even after the player doesn't exist any more (such as when the player dies or in instant replays).
Fixed bonus walls incorrectly tiling with normal walls.
Blocker ghosts now work with the colorblind options.
Fixed misaligned sprite for the right-facing red button.
Fixed issue with the death splat not work properly on buttons that are depressed.
Fixed issue with buttons sometimes not triggering when quickly jumping on/off.
Changelog v1.1.4 - Mushroom Redesign
The biggest change to this path is in the mushrooms. The mushroom sprites in the game were a bit too benign/friendly looking, so I redesigned them to better convey to the player that they are dangerous.
https://steamcommunity.com/sharedfiles/filedetails/?id=1567556528
https://steamcommunity.com/sharedfiles/filedetails/?id=1567557410
Changes and additions:
Reworked mushroom sprites (black mushrooms, brown mushrooms, wall mushrooms, ceiling mushroom, round floating mushrooms) to better convey to the player that they are dangerous.
Black mushrooms and brown mushrooms now have an alternative sprite that will be automatically shown based on the x and y position of the mushrooms.
The achievement text now displays as white before the confetti displays, and then it turns to green once the confetti comes on screen.
Changed spear hitbox to better match sprite.
Added spears for all directions.
Made orange overworld access goo pile more orange and less yellow.
Updated breakable block sprite in level editor sidebar to match the actual breakable block sprites.
Reworked sprites for extender blocks.
Added extender blocks that go up and extender blocks that go left.
Reworked player push scripts to kill player rather than push player out of the way.
Bug fixes:
Fixed issue with button blocks sometimes not tiling in quick play.
Made achievement confetti particles persistent objects that doesn't disappear when changing rooms.
When selecting a new folder in quick play, the scroll height now gets reset to the top.
Known bugs:
Jumping on/off buttons quickly can sometimes not trigger the button.
The death splat doesn't work properly on buttons that are depressed.
The steam overlay leaves artifacts on the black bars that appear if the game window is a different aspect ratio than the game camera.
Changelog v1.1.3 - Final Halloween Update
In preparation for Halloween, I've added some more spooky features to the game.
The death splat doesn't work properly on buttons that are depressed.
The steam overlay leaves artifacts on the black bars that appear if the game window is a different aspect ratio than the game camera.
There is an issues that causes the button blocks to sometimes not tile in quick play even though they tile in the level editor.
Changelog v1.1.2 - Halloween Update
Changes and additions:
Added pumpkin objects to the game and in the level editor.
Bug fixes:
Removed the cutscene testing button from the main menu screen.
Changelog v1.1.1 - Achievements
This version of the game brings Achievements! For those of you who have played the game, if you have already met the criteria for unlock an achievement, the achievement should become unlocked as soon as you open your profile inside the game. Be aware that there may be a few achievements that might require you to go back and trigger them again.
In-game achievements are linked to each in-game profile. Unlocking an achievement on any profile will unlock the achievement on Steam.
If you don't play the game through Steam, you will still unlock achievements on your in-game profiles, but the achievements will not unlock on Steam.