v0.0.3 Today! Movement, collision, and some bug fixes.


I had planned to work solely on collision related changes this week, but ended up with a couple of other to-dos to-did. There's also some work that I couldn't break apart to get a partial release of it--probably next week. Probably more collision polish then, too.


Collisions now have more audio-visual flair

When you bump into an obstacle now, it will flash in the color you matched to form it and let out some pulses of that same color.


The hit sound is also updated to match closer to the rest of the audio aesthetic. The old, static-y sound is replaced with a deep "buhwemm".

Colliding at a diagonal now preserves more player speed

Previously, colliding with an obstacle at an off angle preserved just your speed along the obstacles edge. Now the part of your speed that would go "into" the obstacle is transferred, which makes it easier to slip in and around complex arrangements of obstacles.

Acceleration movement is closer to velocity movement

While it kind of made the keyboard a more fun input device, the previous acceleration implementation left players on other platforms frustrated, so I've basically rewritten it. Now, you do accelerate into your top speed, but turning behaves in a "snappier" manner. Specifically, the game does a projection of you current speed into your new direction, then accelerates from there. Hard turns slow you down a bit, and arcing gently less so.

Added a Show-FPS option to the playtesting menu

In case you want to check performance--and also appreciated if you send me screenshots for support requests!

Bug-fix: GUI now sizes correctly on macOS

The fix I put in for mobile GUI size had an adverse effect on macOS machines attached to non-16:9 displays. This has been fixed. Thanks tr0ff!

Bug-fix: Version numbers cut off on some platforms

The version number, which is currently on visible in the credits menu, was cut off on some platforms. This has been corrected. The version number here should always have two dots (.) and three numbers, like 0.0.3.

Bug-fix: The ghost arrow on the window size menu has been banished

Before you could poke a spooky ghost to the right of 1920x1080--or left of 960x540--in the options menu. If they ever come back, skip the Ghostbusters, call me. Symptoms of haunting include: particle effects when you hover the haunted area, menu sounds when you click it.


Next week should be more collision polish, and hopefully the rest of the delta-timing changes, the latter of which should improve the mobile experience on older devices. I ran into an issue with GMS2's particles system (it's fps-bound), so I had to read more internet and learn a technique for dealing with that. If you want a free key for the alpha, join the Discord--I post itch keys in there. Either way, I hope you'll check out the game. Have a good week everybody!

Files

Windows 7 MB
Version 0.0.3 Mar 12, 2020
MacOS (32-bit) 17 MB
Version 0.0.3 Mar 12, 2020
Android 18 MB
Version 0.0.3 Mar 12, 2020
Linux (64-bit) 12 MB
Version 0.0.3 Mar 12, 2020

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