Zloxx 2.3 released[Link to my homepage]Once more, I've found a bit of time to work on my passionate platformer project
Version 2.3 features a variety of major enhancements in gameplay, graphics and user interface. Many of them are the reaction to feedback from this thread, thanks for that!
Completely redesigned menuUnlike the static menu with the boring brown buttons before, menus themselves are now game levels! As you switch through the different menus, you can already see a decent amount of the game's graphics and even a few enemies. Beneath a floating title, buttons are embedded into the levels. The following image shows a little excerpt. Furthermore, I added an upbeat music theme to welcome the player
Acceleration physicsI enhanced my physics routines to cope with acceleration. This is most noticeable for Zloxx himself: controlling him feels now much smoother and more dynamic. The acceleration also adds to the platforming challenge (it's no longer trivial to land on the right tiles or lifts). Since it takes now time to bring Zloxx up to speed, I made him move slightly faster to compensate for wide standing jumps.
Rope clingingI decided to try a new approach regarding rope mechanics. While clinging to a rope, Zloxx moves now much slower to the right and left. This makes it considerably easier to catch ropes (too easy?
). On the downside, it is a bit more difficult to leave a rope to the side; but usually you jump from a rope, which works like before.
Animated sceneryMany scenery objects, such as grass, torches or volcanos are now animated. Clouds move up and down. Some tiles and scenery objects can now glow like lava or acid. This intends to give the levels a more lively feeling, while not drawing too much of the player's attention.
Improved pause menuThe in-game pause is now an actual menu with a design consistent to the other menus. It is now possible to change the settings (graphics, music, key bindings) from the game, without restarting the current level.
Key bindingsA repeated critique point was the unconventional key controls. You can now customize the keys in the options menu, even in-game.
Level-design fixesSeveral blind falls, invisible ceilings and some other imperfections have been corrected. Some boring passages have been redesigned. The acceleration physics made it also necessary to adapt a few gaps and rope jumps.
Other adjustments- Fixed bug where holding the jump key allowed to jump repeatedly from normal ground.
- Fixed bug where Zloxx was able to move during teleport (e.g. fall or slide from remaining acceleration).
- Archer's arrows are now thicker and thus better visible.
- Teleport gate's particles are now blue instead of green-blue.
- Added a silly idle animation for Zloxx.
- Maximum sound and music volume exploits full 100% now.
- Fixed problem with flickering glowing tiles.
- Fixed wrong origin calculation for sprites, leading to jittering in rare situations.
- Score for enemies killed outside view appears now at view border.
- Fine-tuned glow effect (not too bright).
- Enemies no longer shoot in a synchronized way.
- Volcano enemy shoots fireballs more often.
- Enemies are kicked away when hit by a weapon.
- Improved logfile messages.
- Updated to latest SFML, Thor and Boost versions, adapted to recent changes in SFML's dependencies. (That Boost auto-link feature is a sneaky pitfall; if you use third-party libraries using Boost, be aware of that, or lose a lot of time debugging library incompatibilities).
There are still some issues with the Linux build (which I could resolve quicker if Code::Blocks had a reasonable debugger), but I'll try to release it as soon as possible.
Hope you enjoy the new features!