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v2.1 - Possible Final Title (Birthday 2020 release)

20 Jun 09:17
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It has been a year since v2.0 was released. Has much changed? Well, not as much as I would've preferred, but the burnout and sort-of "artist's block" mind black-out that happens when I try to think outside the box prevent me from feeling interested in actually progressing with this game! In fact, I've forgotten about the fact that I even released v2.0 last year, and thought this was the "big release". No-no-no, sorry, this is still just as incomplete with the lack of police robots (previously known as cops) in the levels.

Look, I'm not as bad as YandereDev wasting time with pointless easter egg modes that won't make it into the final release, but I'm definitely not doing the more important things like level design, fixing the first boss, and re-adding the police robots. With that small rant and shame aside, here's the changelog for this version. A lot of things changed since v2.0:

Changelog

Bug-fixes

  • It's unknown if this fixed anything, but now springs lock the player twice across two tics. This is in an attempt to fix a bug where the lock would immediately get removed due to the player being on-ground right as it's set.
  • Xane Corp.'s glitched line portals are now fixed by ungrouping sectors.
  • Added requirement for raindrops to be in the air for three tics before being able to play "splash" sounds. This fixes hearing rain sounds through the right wall around the first corner of the PWPD HQ hallway.
  • Springs now allow movement if Mary starts gliding with her umbrella. Yep, before now, since the spring lock was added, Mary's umbrella was useless if springs were involved.
  • Fixed oddity where Boost Panels would accelerate players to insane speeds if they left the ground! This was caused by the "pushvels" array having only two indices instead of three. Arrays counting from zero can be confusing...
  • When the Drop Dash was removed, a script was deleted that allowed Xane's Claw to function. As of now, the claw works again (and also works with Mary now!).
  • Due to odd behavior on the new World Map, the bug where non-standard levels like the World Map and "small hut" updated your level array indices despite being programmed not to was fixed! The reason for this bug? Using an "OR" (||) instead of "AND" (&&) in the "if" conditions list. This is also why the Small Hut's teleporter couldn't detect which level the player came from, though that particular workaround isn't removed yet.
  • Attempted to (but failed to) fix the screen briefly flickering to the level for a split second before the title card. I don't know if I'm ever going to truly fix this weird behavior.
  • Level variable and warping behavior has been changed. Before, level[1] (current level) always updated, and was used when forcing a level to load/completing a level. Now, both array indices aren't updated on non-standard levels. Level loading (using ExitTransition and the fake "loading" screen) now warps based on what level's shown on the title card rather than the level array, though that doesn't matter because any time when the player is warped to a non-campaign level, it's always done with specifically-written scripts.
  • Fixed level number becoming 0 on the world map. It's unknown why the game thinks that map is #0 (1-1) and not #999 (non-standard) despite it being defined in MAPINFO, but this was fixed by manually checking for the WORLDMAP level. GZDoom being strange as usual here.
  • Fixed small hut (eventually the lab) not fading in, which was due to it being "levelnum 999" (which means it isn't a standard-numbered level), which stops the script responsible for screen-fading because the levelnum is over 200. An exception for 999 was added.
  • If you tried to transform with Chaos Bridges visible (xane_showcgems set to 1), you may have noticed that there were only six of them orbiting over your head. Where was the seventh one? Well, the Special Stage's clock pickup movement script was always running, so it intercepted and moved the blue Chaos Bridge to the origin of the current level. That script is now disabled outside of Special Stages (a weird oversight), so all seven now appear properly.
  • Improved precipitation framerate. Before now, rain could grind the game to nearly a halt if the player went high enugh into the air during a storm. This is because precipitation continuously spawns around the player, no matter how far each wave of raindrops would have to fall to hit the ground. This predictably destroyed the game's framerate, creating way too many raindrops. Now, raindrops, snowflakes, and cherry blossom petals are removed if they don't hit the ground within a certain number of tics.

Major

  • Checkpoints no longer store much information, now just storing the current music and the respawn point thing ID. Additionally, that thing ID is only used if the player can't be warped to their "last safe position", which was previously only used when warping back from the Small Hut or Special Stage.
  • Level start points are no longer scripted warps; Before this version, your character would spawn in a small black room before being warped to where they start the level. This could fail, leading to the infamous "Black Room Glitch". Now, if nothing happens, the player will always appear at the beginning of the level, as intended. This also allows levels to have multiple starting points naturally, like when transitioning to and from the planned hub area, which will connect directly to the first level. Xane's special level starting point (TID 1995) will still use the old method, but it's so rarely used in the game's levels.
  • Changed how rain sounds are generated. Now, every raindrop plays about a second of rain sound, chosen randomly from 18 sounds. This creates a more 3D sound and makes the rain more believable. Also, it improves how rain sounds when indoors near a door that leads out. It does cause sound glitches due to using a lot of "slots".
  • Removed "auto wind" since I can't think of any real good use of it. As a result, wind only now moves in directions scripted during levels and is used more for currents more than wind.
  • Also removed arbitrary disabling of movememnt when gliding using Mary's umbrella in higher wind speeds. The wind alone makes it hard to move against while gliding, so this artificial limitation isn't necessary.
  • Xane's multiple flaps now have an "automatic" mode. Hold the jump button anytime in the air and Xane will automatically flap at an optimal rate until it's released. This will save your fingers from possibly hurting if you play this game a lot.
  • A new status bar is (being) added, replacing the old one. The new status bar uses bigger meters that have the game's visual style.
  • Armor was added! The power meter previously used armor internally, but now it uses its own inventory item. Currently, there aren't any armor pickups or purchasable protection, but that may change in the future, though it isn't top priority.
  • Trees are now very different than before. Previously, they were single images that didn't blend in, but currently use a combination of 2D images (for leaves) and a voxel model under it all. The leaves are randomly placed within areas, giving each tree its own appearance and also allowing you to damage the tree and its leaves.
  • Though not used in any official levels yet, two new 3D skyboxes were created, one for the "Asian area" level and the other for the Cumulus Peaks sky level. They're a definite upgrade from the rather static "scrolling clouds" backgrounds used in other levels. These won't replace the sky in levels that already use the 3D Skybox trick for other things, though. For example, Rolling Albatross takes place on an airship, so it uses the skybox to make it look like it's flying over a part of the city. In cases like that, the sky will stay as the basic Doom-esque sky image.
  • Added a "gobal shadow" system for compatible objects (currently just the first tree). If enabled thruogh ACS on a level, objects will appear to cast shadows onto the flat surface they're on.This can be seen in the new skybox.
  • Mary now has more "momentum" to her running! Before, running was basically instant, but now she starts slow and reaches full speed within a second. This adds a bit more "weight" to Mary. She can still Air Dash to reach full speed instantly. This also affects her walking, which is now slower than before due to how this "acceleration" was programmed. Xane still accelerates near-instantly, though.
  • A new type of "special stage" was being experimented with, based on Hungry Puppy 3D by IndiaGames (old mobile game). It won't actually become a new Special Stage type as it isn't as fun as the "old SRB2" one that's currently in the game, but it may become a minigame.

Minor

  • In 1-3, the beach area was removed, and the bridge that comes from 1-2 is now visible from the windows of the original intro building.
  • Added a "detection" mechanic to PWPD HQ. Upon entering, H-Computer alerts everyone to your presence, then warns about detectors scanning your character. Little black areas with red lasers firing from them are in some hallways, and if you don't jump over the laser, you'll be "scanned". This causes the lights to go out, alarms begin sounding, and bars lower to prevent exiting the building (though it's still possible to exit). Enemies will always be aware of your presence once this happens, always being alerted.
  • Rain ambience no longer uses a separate low frequency and high frequency version of the sounds. Instead, the low frequency plays around the player as before while normal frequency sounds play around the player, as stated abvoe.
  • Ambience script was updated to use the ambient sound object (TID 1080 + player number) that the low-frequency rain and thunder sounds use.
  • The ambience script uses a much easier to edit system than before, now not a linear list of sounds.
  • Corrected internal order of coins in the "AddCPowerupTics" ACS script.
  • Dropped c...

v2.0 -Big Wait, Big Improvements!

03 Jul 07:27
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Pre-release

It seems I forgot about keeping my GitHub releases of Mary's Magical Adventure up to date for over a year! Sorry about that. This might be v2.0, the first v2 release, but it isn't the big thing I wanted it to be, with new voice acting, animation, and the like. In fact, in some ways, this build is a regression, as all cops are currently missing from levels due to the "refactoring" in-progress. However, there's too many changes from v1.95 to honestly not make this the first v2 release. Since it's not truly complete, this is marked as a "pre-release".

With that said, here's the massive changelog for this release.

Changes from v1.95

Bug-fixes

  • Disabled "HandleHealthEvents" script in the Small Hut, which fixes the player randomly dropping coins upon warping there for a second time after losing health in the level.
  • Fixed blue cops with rapid-fire behavior trying to run constantly. This was due to a leftover skip that caused the DECORATE code to skip the "if closer than 512 units, slowly walk" line, jumping straight to running. If playing on hard difficulty, the cop would endlessly slide into you!
  • Lasers between Uroboros platforms have been re-added! This was due to removal of the laser projectiles, which were in the now-removed police DECORATE file used for the weaker police found in the scrapped first level.
  • Mary no longer gets trapped in an endless loop of lowering her wand's Light Form after detransforming. This would happen even if said wand form wasn't unlocked yet.
  • Returning from minigames in Jane's Hut now works as expected, spawning the player on the platform as it returns to its normal height. Glitches involving ss_position (now named spawn_position* have been mostly fixed and it now serves a non-Special Stage purpose, hence the name change.
  • Rain ambience now correctly starts when the storm begins in 1-3. Before, outdoor areas would then lose all ambient sounds.
  • Challenges can now be properly turned off/on using the checkbox on the bottom-right corner panel of Teleport-Hacker's interface. Before this version, this checkbox didn't matter and would always start the level's challenge if the player got over the completion percentage ont the selected level.
  • Fixed Air Dash checking wrong upgrade array index "20" rather than "5".

Major

  • You can actually fail in Battle Arenas again! Somehow, I broke the arenas using their own "death behavior", which made them use #0, which is the default, taking a life from the player. This means the only way the player could lose was by running out of time, not dying!
  • Each weapon must have three upgrades due to the new upgrade menu, so Mary's Umbrella now has a new upgrade, Charged Burst! When used, Mary holds her umbrella back. When released, Mary quickly hits the enemy up to five times, depending on how long it was held back.
  • Soap Boxes can be bought from Jane's Shop in packs of four! You can hold up to sixteen of them and place them anywhere to try catching enemies off-guard.
  • Jane now has animated sprites using her "old design". However, she's to be removed eventually when the first level is complete enough.
  • You can now listen to the same radio "station" heard in City Street Run in the Hut; Just cycle through all of the songs in the game using her radio and it will change to that! Do note that since the script that handles this is only on the level with Jane's Hut, 1-1 will instead play default music if none is chosen.
  • The teleporter's controls are now in Xane's laptop; Push USE in front of it to start using it then choose Teleport-Hacker. This is to be reverted back into the old system eventually, since the laptop is not that fun to use.
  • Thanks to dpJudas' parallax shader, some textures have "depth" to them, most obvious on checker tiles and city roads.
  • It was removed previously for good reason, but Mary now cries if hurt too much during combat, which will anger all enemies around you! If this happens, hide! Watch out, as provoked enemies may remain stronger after they hear Mary cry until they are killed.
  • Lives and game overs have been removed! They are a dated game mechanic so they are no longer in use. They will eventually be completely removed once the new system for respawning players after falling into pits and drowning is programmed.
  • Added a new red-striped variant of the falling platform, which falls automatically after 2-4 seconds, depending on difficulty. These are more faithful to the falling platforms' behavior in Sonic Robo Blast 2, the game that inspired their addition here.
  • Coins stored in the bank are now lost to the void after every level, with the amount increasing the more are in it, up to a maximum of fifty coins.
  • In addition, one coin is lost to the void every fifty seconds when in normal levels.
  • Cutscenes are in the game, one seen when entering Uroboros (1-4) and another when you meet the first boss, the Command Master. Obviously, graphics are very incomplete. Dialogue is not, though. These support images and 15 FPS "videos" along with text. Eventually, there will be a cutscene that includes a video by an animator.
  • Xane's multiple jumps are now way less like Kirby, behaving more like "flapping wings". This gives more fine control over Xane's flight, and gives him more of a flying advantage over the mostly-grounded Mary.
  • Xane's Drop Dash has been removed as it was pretty pointless.
  • (Most) springs now "freeze" the player to make it harder to accidentally break spring chains. Using your character's mid-air ability or landing on the ground will restore movement. It's intended that all springs behave this way.
  • Mary's ability meter regenerates at a variable rate depending on how fast you're moving. Stand still and it'll fill up very quickly, or run and it'll take forever to refill.
  • Object-group Spawner objects now behave in a more automatic manner! Rather than require keeping track of thing ID ranges, now this is all done behind the scenes with a slot system similar to falling platforms. Of course, don't go using their thing ID ranges or you may start seeing the objects disappearing...
  • Level title cards have been updated! They are now simpler, only shown at the bottom-left corner of the screen, and look less like a Sonic zone title now.
  • To go with the point above, additionally, loading screens are now better-looking! A picture of the level you're going to fades in while the level loads, so there's something pretty to watch until it's done.
  • City Street Run (1-3) is expanded, now including a beach area and brand new tunnel, which will connect to 1-2.

Minor

  • Xane's thrown hammer now is affected by gravity. It has less gravity for a few split-seconds but falls quicker after that.
  • Jane's Shop is now complete; The last two slots were filled by Soap Box ×4 and Ability Upgrade! A shame, Jane will eventually be removed and the hut will somewhat have its purpose changed.
  • Friendly Turrets are now placed slightly closer to the player.
  • Buffed Soap Boxes slightly; Soap that lands on the ground deals more damage over time and flies farther from the Soap Box. Additionally, Soap Boxes have less health, so a single hammer attack makes them explode now.
  • Magical Cutie Mary isn't affected by cops' stunning bullets and other special pain reactions.
  • Disabled draw distance in the Hut as the area is too small to need it. All other levels can still have it enabled.
  • Checkpoints no longer store the player's angle. This is to clear a SetCheckpoint script argument slot for a "forced ambience" argument, which will fix cases where the wrong ambience is heard upon returning to a checkpoint.
  • New songs were added to replace some of the radio songs. They're no more safe to use than the old ones, but the goal is to have the radio sounding higher-quality by the final version.
  • Doors now have new sounds that sound less silly.
  • After Mary is hurt, a third, purple "pain" meter appears until she has recovered from the pain. If this meter fills up, Mary will forcibly cry to let out her stored pain. If the player forces Mary to cry, the meter will disappear, as if she did it herself.
  • Replaced some openInput variable checks to use verisons that aren't affected by players' frozen statuses. This removes the need for the psuedo-freeze that happens when viewing the minigame menu.
  • Due to changed priorities relating to minigames, the only minigame that is guaranteed to end up in the final game is Battle Arena. Therefore, the platform in the middle of the room in Jane's Hut now serves as the entrance to the minigame, moving down after a destination is chosen.
  • Added -1 as a valid number for the xane_lowend CVAR. When this is chosen, the roads in City Street Run (1-3) become reflective, which doesn't happen otherwise. This is a "high-end" value, which enables more laggy effects.
  • More lights and reflective surfaces have been overall added to City Street Run. Additionally, a new room was added to the building with the walkway.
  • The "absolute value" (abs) function has been moved out of COMMON1.acs to mma_extra.acs, so it can now be used in any script file.
  • If the moving skybox is disabled in Uroboros (1-4), a fake, slow-moving tunnel is used for the background.
  • Removed USE key jumping on rails. This made no sense, so now only JUMP will make you jump when grinding.
  • Blue (or green, in the case of the bathroom) ceiling speakers are now in HCPD HQ, which are where the Command Master's voice comes from now. This is done so you can't escape the building then hear his reverb-heavy voice samples anywhere. The subtitles always appear, but at least now the speech doesn't follow you.
  • The Rooftop Battle Arena (now internally ZBATTLE1 instead of ARENA1) now detects cheating using "kill monsters". If you use that cheat, the minigame will forcibly end with a red "you cheated" message when it advances to the next g...

v1.9.5 - Improved Hell City

03 Jun 20:58
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Many changes have been made recently to the game; I wanted the next release to double as the first demo but there's too many changes not to make this a proper release! Anyways, City Street Run (1-3) can now be completed and there's two new areas, a new 1-1 replacement (AREA1) and The Command Master (AREA4). Due to the former being incomplete, new games start on 1-2 until it's complete. Anyways, here's the list of changes since last time; It's huge!

Changes

Bug-fixes

  • The version number on the title screen was corrected to v1.9.
  • Xane's claw now uses the Animation3 inventory item instead of Animation2. Before this, enemies could be provoked like if Mary cried near them if Xane tried firing his claw.
  • You don't randomly get the Green Key when 1-1 loads anymore.
  • Warping from the Battle Arena minigame is now impossible. This fixes a glitch where you could return to the Small Hut and use the teleporter to return to the old first level, which should have been impossible once you enter Rooftop to Rooftop (1-2).
  • Added sanity check for checkpoints; Now if the player or monsters are set to spawn at an object that doesn't exist, the checkpoint ID will revert to the level default, 616. This should fix the Black Room Glitch when dying in 1-1 after returning from a Battle Arena fight.
  • Fixed "special plane areas" being double the size they were set to.
  • Special Stages don't drain your time on the ground, now updated to the new special plane system.
  • Fixed the hammer's silly behavior in the air if the player didn't have enough hammer upgrades to perform the Hammer Slam.
  • Respawning from checkpoints that are placed on 3D floors now places the player on the 3D floor and not on the ground/bottomless pit below it.
  • Fixed Xane spawning at the beginning of the current area when returning from a Special Stage.
  • Fixed Special Stages incorrectly draining time just by standing on the main floor. This was caused by an outdated water level function from before the better area system was added.

Major

  • Health and jump height can be upgraded by picking up upgrade items for them, which are separate from weapon upgrade items.
  • Mary's Hammer Slam attack behaves differently now; Instead of activating based on height alone, which could lead to unfair deaths, it now activates if at a high enough height and the attack button is held down. Briefly pressing the attack button will do the normal hammer attack now, even in mid-air!
  • Reverted the bubble spawner's behavior to World of Kirbycraft v1.4's true randomness. This was done as the new system was ironically too predictable.
  • Render-culling polyobjects are now non-solid due to a small source code modification. This replaces the "hurt on touch" polyobject behavior but the othe two polyobject types are still solid as before.
  • Projectile reflection has been altered thanks to Ryuhi (developer of Heretical Doom); Projectiles only are reflected in front of Mary/Xane and you aren't invulnerable during the reflection. Lasers cannot be reflected, so they will phase through your protection.
  • City Street Run (1-3) can be completed now! Jump in the Uroboros (the "airship") at the end and it will "lift off" and Mary/Xane will go to "The Command Master", an incomplete area. Once this boss area is complete, the game will become v2.0 and the ZDoom Forums Demo will be made from this version, allowing playing of the four levels plus the arena!
  • The Windows executable is now 32-bit! This allows more people to play the game.
  • Added a new mod, the Materials Mod (mma_materials.pk3). This enables the new GLDEFS materials, viewable in the OpenGL ("true 3D") renderer. It makes metal and wooden surfaces reflect any lights around them.
  • Added a second mod, the hi-res sprites/textures mod (mma_hires.pk3). This mod increases the resolution of textures and weapon sprites, not included with the game by default to keep the filesize down.
  • The challenges from Mary's Magical Adventure v1.6 are being brought back! In the Small Hut, push use on the hanging yellow part of the counter above the orange/yellow rug. This will toggle challenges on/off. Jane will tell you what your goal is when you use the switches to change levels. However, she won't do this if you haven't completed the level with a percentage of at least 50%.
  • Score cannot be earned during challenges or in Monster Arenas. This is to prevent easily getitng extra lives outside of main gameplay while keeping the score in sync with the 10,000-point increments, so the player always knows how far they are from an extra life without an additional counter.
  • MacOS and Ubuntu builds are now up-to-date, though due to limitations, the MacOS build doesn't have sound. It's unknown if the Ubuntu build can get OpenAL sound at the moment as it will not start up in the virtual machine Xane is using.
  • Title cards now appear before level transitions rather than after them. This makes the loading screens more interesting by reminding the player where they are going and looks vaguely like Sonic 3 & Knuckles' level titles during black-screen load times.
  • Ocean Floor by Kulor has been replaced with an original composition, To the Core, which now plays after Mary/Xane enters HCPD HQ in City Street Run.
  • Song info doesn't appear anymore if your music volume is below ¼.
  • Mary's Umbrella's "Liftoff" upgrade has been buffed; It now takes Mary three stories (384 units) into the air when performed.
  • Enemy AI is slightly better. Cops now do more things depending on where you are relative to them and all enemies will forget the player if they go out of sight at a far distance.

Minor

  • Making it to the end of an area with more than 15 coins will automatically send them to the bank in the Small Hut, but some coins will be removed. Additionally, if transformed even less will be stored in the bank. This was done to encourage the player to warp to the Small Hut and add them to the bank manually, which could give them interest in buying things from its shop or trying out minigames. Those give the player a lot of coins if played well.
  • Lovely Heart's big heart-shaped projectile isn't treated as a "powerful projectile" to enemies anymore. This was done so enemies like cops wouldn't jump over Magical Cutie Mary's attacks, which would waste the five coins it takes to perform the attack. Altering how Magical Cutie Mary behaves is planned in the future but for now, yes, using certain attacks costs coins.
  • Mary's "falling scream" sprites have been re-added into the game, but in the new art style.
  • The drill in the Small Hut now functions. It costs 100 coins to "dig a tunnel" to the blue building seen in the first area. The building will contain minigames which will give Mary/Xane extra coins, making it worth the price.
  • Mary's Hammer Slam now maintains momentum. This feels more natural and lets Mary "launch" herself at enemies. The Hammer Slam's height it activates at was raised to 1½ stories (192 units) off the ground. This makes it harder to perform the more powerful slams but improves balance. Perform the downward Air Dash before it for a boost forward upon landing!
  • Some invisible walls now have a texture on them! This makes it clear what the boundaries of each area are. It isn't much better than the immersion-breaking invisible walls, but it decreases the chances of players trying to go somewhere only to find out that area's off-limits and unfairly losing a life.
  • Powerup Coins are always 3D voxel models regardless of their distance from the player. The images they would turn into when distant are used if voxel model rendering is disabled, however.
  • Mary's falling scream height has been increased, so Isle Hell City (1-1)'s buildings won't cause screaming every time Mary barely jumps off one but higher areas like Rooftop to Rooftop (1-2) will still cause screaming.
  • Isle Hell City (1-1)'s ceiling height outdoors has been levelled out, meaning Mary/Xane won't hit invisible walls in the sky anymore!
  • The combo meter drains slightly quicker now to balance the planned amounts of enemies. However, coins now increase more of the combo meter, allowing continuing combos without Combo Coins easier.
  • Extra dialogue was added to Rooftop to Rooftop and City Street Run for Mary and Xane.
  • Turrets can now automatically shoot lasers to a fast or slow rhythm instead of the default player detection. Hitting a turret in these modes will temporarily change it to its default behavior until it loses sight of you and reverts.
  • Linedefs that triggered script errors about a non-existant "TimeSafeBoundary" script have had the script attached to them removed.
  • Above-normal process priority option was added (Windows only); GZDoom changes the game's process priority automatically, but this prevents the user manually setting it to anything but "normal", so this was added.
  • If crying is started during dialogue, it will happen after Mary stops talking.
  • Turrets can be provoked by crying like the HCPD officers. If this is done, they will shoot at double-speed any time that particular turret detects you.
  • Mary's Magical Adventure's logo is now slightly less purple and more pink.
  • Some textures, such as fabric, metal walls, and ones taken from Legend of Zelda: Wind Waker have been replaced with better textures thanks to Substance Designer. (Additionally, the new "materials mod" takes advantage of this and gives those textures PBR texture maps, adding realistic reflections in areas that use lights.
  • As dynamic lights don't cause lag just by being visible, the objects responsible for turning them on when a player is near them have been removed from City Street Run (1-3).
  • Mary's wand's ice-balls now correctly freeze enemies on contact. It's planned to make this instead form an ice cube that behaves like other enemy ice cubes, allowing freezing of enemies using it.
  • Fireballs and fire spawned by Ma...

v1.9 - A Lotta Fixes

24 Feb 19:01
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Phew, this game's been worked on a lot recently! How much? Well, let this list do the talking! As usual, remove the "!" before "Settings.ini" if you want to use Xane's settings. If you download the mods, extract them to the game's folder and remove the "!" before any of them you want to activate.

Changes

Bug-fixes

  • Xane's Claw is now more responsive, only requiring a single use to stick to the circular objects placed on walls.
  • Fixed division by zero error if returning to an area from a Special Stage if a moving skybox is in use.
  • Areas now correctly set level variables when returning from a Special Stage or the Small Hut.
  • A new area, ARENA1, was added. This is the first map in the "wave-based arena" mode, inspired by Hulk's "Challenge Mode" rooftop area.
  • When the screen fades in or out, Powerup Coins now won't tint the screen, which previously broke the near-seamless fade at the end of a level.
  • The Black Room Glitch could occur when returning from a Special Stage due to previous commenting out of a check that prevented updating the player's last ground position while they're on top of pure black floor, resulting in the game warping them into the room rather than out of it.
  • If Mary Air Dashes onto the water, she'll stop displaying the Air Dash animation and will run properly on the water.
  • A minor sound oddity where a footstep sound would be heard every time Mary performed an Air Dash was fixed by adding a height check to the footstep sound ACS script. It's unknown what caused the random sound, though.
  • Added and additional height/button press check to the variable jump height script to prevent it activating after bouncing off of certain springs.
  • Xane's Drop Dash now consistently makes the "thok" sound, which was only played if a landing sound didn't play when hitting the ground.
  • Powerup Coins now work correctly in Hell City (1-1) and are properly disabled when in an area that doesn't allow them instead of working forever, the complete opposite of what was intended.
  • The speedrunning timer now appears after the countdown in Time Attack.
  • Performing a Drop Dash over an area transition no longer makes Xane's sword lock up when attempting a Sword Beam on the ground.
  • If any additional weapon upgrades are in the same area as you, they will disappear to prevent getting a fake extra upgrade with an out-of-place tutorial.
  • Teleporters no longer cause the "draw distance" polyobject to push you into the nearest wall after teleporting.

Major

  • Xane's claw now pulls Xane up to whatever's above the spot it attached to. This can be seen in 1-2 near the end of the area.
  • Demos now use a CVAR (cl_demo) instead of using custom GameType checks. This increases compatibility with Delta Touch.
  • Render culling has been added! This improves performance in Delta Touch but limits how far you can see by abusing how polyobjects stop rendering behind them. Due to this, mobile devices now use the same data as computers.
  • Skyboxes no longer render on low-end devices (see below for the low-end mod) or on computers if mma_lowend.pk3 is loaded. This was done because even slopes can cause lag on mobile just by looking in their direction if a skyox using them is visible, such as the distant volcano in Hell City (1-1).
  • Object draw distance multiplier CVAR (xane_objdrawdistance) has been added! Its setting can be found in the display options menu at the bottom. It affects any light or sound that uses the "auto door opener" object. Try decreasing and increasing it and notice how lights start turning off at closer distances to you!
  • Four "mods" are now supported; Mobile mod changes text/sounds to be more accurate for touchscreen devices, the video mod enables the Xane Corp. logo and title screen videos, the low-end mod gets rid of things in some areas and enables the low draw distance if not set previously automatically, and the controller mod disables the anti-straferunning script to allow analog stick/touchscreen users to fully control Mary without moving backwards at random. Please don't abuse the last mod to use straferunning. It isn't allowed unless using a controller/Delta Touch and probably breaks the game.
  • Fireballs fired from Mary's wand always explode into multiple fires around the area where the fireball collides with. This makes it easier to burn nearby enemies. As this is what happened when launching fireballs from springs before, doing that now will make the fireball explode into even more fires! Additionally, fires now look better, using particles for better performance.

Minor

  • Mary's House is now correctly referred to when spawning in it initially. Before, it was called "Small Hut".
  • A small area was added behind Jane in the Small Hut, which will be used for a later game mechanic.
  • Screen fades were slightly changed to fade in/out quicker, mainly to make render-culling polyobject movement able to start sooner.
  • Two new ambience sounds were added, creepy (5) and inside bowling alley (6). The former is used in Xane Corp.'s building. Try to find where it plays yourself!
  • ZDoom's built-in purple text color was modified to be lighter and more pink to fit Mary and the game's overall girly color scheme.
  • New "songs" were added to the radio in 1-3. "Oh-Ah, Oh-La" replaces "Foreign Song", which wasn't up to the other songs' standards. "My Michael Floatie" and "Monster Finger Owl" are the new ones, the latter sounding better.
  • On mobile (when mma_mobile.pk3 is loaded) all jumps are the maximum height. This is done to counter lag and make timing Air Dashes easier on touch screens. If you're not using touch screen controls, don't load this file.
  • If the debug spawn point is enabled (the debug_spawn CVAR), it'll automatically be disabled the next time the game moves Mary/Xane to a spawn point. This fixes the Small Hut warp being broken and respawning the player outside of it on the beach.
  • Speed trails no longer appear if mma_mobile.pk3 is detected. This is due to the speed powerup not respecting the speed value set in the DECORATE code, contrary to what the ZDoom Wiki states. Delta Touch uses vanilla GZDoom, unlike the custom version used on Windows PCs which sets the speed boots to not change your speed.
  • Mary and Xane now move sideways the same speed as forwards. This was changed to allow controllers to use their analog sticks (or Delta Touch's touchscreen controls) to gain full control of the player's movement. Remember to download the controller mod for the full experience, though...
  • A new sky was added, the moving clouds/stormy sky. It's the first animated sky in the game, with 96 frames of four cloud layers scrolling at different speeds. To see it on any level, type the command changesky STORM_01 in the console.
  • Added "straw sucking" sounds to Mary's voice samples heard when she drinks from Juice Cylinders. They are actual recordings of Xane sucking an empty cup's straw, making the familiar sound.
  • If blue and green cops (in levels other than 1-1, internally Cop1_Enemy and Cop3_Enemy) are provoked by Mary's crying, they will constantly move faster and shoot bursts as if a cop was killed near them. On hard difficulty, both are guaranteed to do this, but neither do this on easy difficulty.
  • Signs were added to replace some tutorials. Tutorials for enemies and Special Stages won't be converted to this, though in the future signs will disappear if the tutorial it mentions has been already seen or if tutorials are disabled. Beware of jumping before a tutorial; You will grab onto a nonexistent wall. This will be fixed by waiting until the player lands before displaying any tutorial if pausing during tutorials is enabled.

Screenshots

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v1.87 - Bug Fixes!

20 Dec 03:43
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It hasn't been as long as the usual wait for the new release, but I've fixed and added so much recently that I think it's needed to release this version now.

Also, if you wonder what the GameData_Mobile.zip file is about, this is the first version of Mary's Magical Adventure to have compatibility with Delta Touch! Purchase Delta Touch, then do these steps:

  • Switch its GZDoom version to "GZDoom dev" (button with two arrows)
  • Choose Freedoom: Phase 2 as the IWAD and let it download it by pushing the play button.
  • Extract the game data to SD Card > OpenTouch > Delta > mods
  • Return to Delta Touch and tap the keyboard button and add all three files as mods.
    After this, start the game by tapping the play button again. If done correctly, the Xane Corp. logo then title screen should appear. From here you can start the game, but it's very laggy on weaker processors. Even the new Pixel 2 suffers a bit!
    This isn't near as user-friendly as playing on computers, but it's necessary as it isn't just a couple simple downloads and extractions. You should be familiar with Android and mobile game touch screen controls before trying this, anyways.

Updates

Bug-fixes

  • The "Return to Hell City" and "Avoid Jail" glitches, which were in Mary's Magical Adventure for many versions, are now both fixed.
  • If you fail a Special Stage then return to it through a second entrance in the same level, Mary/Xane won't become stuck in it.
  • Attempting to visit a Special Stage when you have all of the Chaos Bridges through forcing it using the "changemap" CCMD will instantly kick you back out to the last level you were on.
  • If the player tries to force themselves into a Special Stage they aren't currently on, they will be forced instantly onto the correct Special Stage. This isn't done if recording or playing back a demo, though.

Major

  • Jane's Shop's "random upgrade" item now works as intended and gives Mary hammer and umbrella upgrades. It doesn't tell you what you get, though, and I'm unsure what to do to make the tutorials appear as if Mary picked up an upgrade item.
  • 1-2 now has more complete level design, though not all of it is as polished as other areas.
  • The title screen video is now twice as long. As a result, "demos" that play these videos had to be re-recorded.
  • Friendly Turrets are no longer broken; They may still disappear, wasting your money you spent on them, but they no longer stare at dead enemies' bodies after killing them and now properly revert to facing towards the direction they were placed facing.
  • Xane's claw only attaches to certain, round objects now, making it less glitchy and more overall useful, at the cost of it being similar to the dumbed-down Q-Claw in 007: Agent Under Fire's single-player missions.

Minor

  • The coin and time requirements in Special Stage 4 were adjusted slightly.
  • Downgraded Mary's front door to not use a camera texture as you couldn't see anything special happen outside it anyways.
  • Reflections were removed in areas involving slopes as this would consistently cause lag on Windows and Android (Delta Touch). I recommend using "gl_plane_reflection 0" on Android to disable reflective surfaces.
  • Added credits image for Delta Touch. This doesn't appear on computers as my source edits stop the image from being shown.
  • Footstep sounds can now be turned off separately for the player and enemies (snd_footstepsplayer and snd_footstepsenemy respectively). You can toggle them in the sound options menu.

v1.85 - Xane's Updates

15 Nov 06:19
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Well, it's been over a month with no new release, but don't worry, I've been working on MMA to an extent during this time.

Updates

Xane

  • Arthas' Sword now has better behavior; Hold ATTACK 1 to swing continuously. Xane will slow down over time until you stop your current swinging. If a sword upgrade is picked up or given through cheats, Xane will swing it faster overall. More is planned for this weapon to make it more up to standards with Mary's weapons.
  • Xane now has the Drop Dash from Sonic Mania! Double-push USE and Xane will lose control and fall. When he hits the ground, he'll transfer his downward momentum into forward momentum in the direction he's facing.
  • Xane's path temporarily splits from Mary's at the end of 1-1. He breaks through a wall to merge with the main path.

Bug-fixes

  • If a Drop Dash is started, Xane can't stick to walls.
  • Dying while a Drop Dash is charging will stop it half the time.
  • Drop Dashes can't be started while sliding on a wall.
  • When being boosted off by a Drop Dash, Xane is temporarily stopped, preventing unfair speed increases by doing a single jump then weak Drop Dash over dropping from a big enough height to get the intended bigger boost.

Miscellaneous

  • Other game modes have been removed from the main menu to prevent confusion. They will be re-added when the modes are properly programmed in.
  • Balls now function as expected for the most part. If thrown at an enemy within ~1.5 seconds of spawning, the ball will hurt the enemy. Otherwise, it'll bounce around and try to stop moving. If it can't do this within ~2 seconds, the ball will disappear.

v1.8 - The Big Update

21 Sep 23:51
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Did you know Mary's Magical Adventure has been using a year-old version of GZDoom as its engine for a while now? Yep, it came from March 2016! The reason it was never updated was because of how broken GZDoom was for a bit, but it is stable currently, so, as of now, the engine powering Mary's Magical Adventure is now the latest GZDoom version, g3.2, known here as v1.8-alpha (or just v1.8 as it no longer feels like an alpha version of the game).

Updates

Source

  • The biggest change is the engine version is now the latest GZDoom version, with most of the source code modifications ported over!
  • Many build files were removed from the repository.
  • MMA Builder X (GZDoom Builder) has been updated in the repository. It isn't hex-edited to change its name internally, but it has a custom configuration set and ACC modification (mma_extra.acs).
  • Data.pk3 is no longer compiled with the source as the game shows errors at startup if a PK3 not from GZDoom's official builds is used. However, in a later release, data.pk3 will be built automatically with a way to turn it off, so data.pk3 will stop being included with game data. If errors occur, use the data.pk3 from the compiled Windows version.

Game

Miscellaneous

  • Mary always kisses her hammer when she looks at it now to reduce randomness. Only some things in the game are truly random, done to make it more consistent for speedrunners.
  • Tutorials now sometimes have an extra message at the end that tells you the exact keys/button you have to press to do the newly-taught action.
  • Tutorials over ID 16 no longer make Mary kiss her hammer.
  • Thanks to Travis, there's now a new Mac OS X build and, for the first time, a Linux build for Ubuntu was made! Yes, Mary's Magical Adventure can now be played on all operating systems...except for Android due to D-Touch crashing constantly and being really out of date and iOS because Apple likes to restrict its freedom too much. If you love Apple's products, use the Mac OS X build as that's a better operating system from them.

Areas

  • A new area, 1-3, has been added. It takes place on Hell City's outer ring's streets. Explore the city to find...few things, but it's a unique area.
  • Rooftops (1-2) now uses Doom 64-style lighting to pull off the fade to darkness to the city below instead of dynamic lights. This means there's less pop-in and possibly less lag.

Screenshots

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Appveyor Build #[324]

15 Sep 19:43
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Appveyor Build #[324] Pre-release
Pre-release

This is the latest build for 64-bit Windows. Download game data from https://sites.google.com/view/xanem1/games/marys-magical-adventure or a previous release and extract both into the same folder. Until it's understood how to tell AppVeyor to use OpenAL, there's no sound in these builds. Try extracting the files here to your game's folder if using this build: https://drive.google.com/file/d/0Bx2t_-Mbdk3yckJFWmtpZHhubDQ/view?usp=sharing

v1.7 - Now with 3D graphics!

20 Apr 00:44
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Mary's Magical Adventure hasn't had an update for a while, but recently something big happened! This game is now true 3D, now on GZDoom!

Of course, now it's only in 3D! The reason is because Nash made a GPL-compliant version of GZDoom named GZDoom-GPL, and GitHub shows every change he made.

Because the non-GPL software renderer has better performance, I'm including it in this release. As of now, it;'s compatible; Download CompiledWindows.Software.zip and in-game bring down the console (~) and enter the command "vid_renderer 0" then restart the game. As areas were updated to look good in the OpenGL renderer, things may look brighter and strangely colored.

Since my internet at the moment isn't too good, download the latest game data here.

Updates

Source

  • OpenGL renderer added, replacing fake 3D "software" renderer.
  • FMod support removed, replaced with OpenAL.
  • OPL synth was removed, not that MIDI would be used in this game.
  • ZDoom's forced swimming code was ignored because water in-game is now fully scripted.

Game

Miscellaneous

  • The HCPD are now more aggressive, spawning even when the current wave of officers are still around, plus more cops spawn at higher wanted levels.
  • The general has a better, non-TTS voice, as usual, voiced by me.
  • Mary can now bounce on enemies' heads, a'la Mario. Jump onto their head or land on it and Mary will hurt them. If she lands on more enemies after that, she'll start a combo. This only works if you're using the hammer or umbrella and aren't attacking due to limitations.
  • A new enemy type was added, the fighter; These men prefer to get up close and punch you, but that's also their weakness. If you jump on their head, you'll knock them out too.

Areas

  • All Special Stages have better fog colors and lighting levels to fit the new OpenGL renderer.
  • Special Stage 2 is now complete, leaving only four special stages to go. (1, 2,and 4 are done).
  • Hell City is now more complete.
  • The second level now has more areas made.

v1.6 alpha - Now with Only Mary!

23 Feb 04:46
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Changes

  • Hell City is now almost complete with a big redesign! (in v1.4.5-alpha, it was very incomplete)
  • The Hall of Challenges can be visited with the console (~) command changemap chalenge; You're allowed to take on all challenges now for easy testing, though poush the switch near the gate under "1-1" and challenge the HCPD...they're even harder than before!
  • There's now a fourth cop type that appears in the first challenge. It is very unfair, running at speeds faster than Mary and crowding around you around the end of the challenge.
  • There's a new palette in the game with more colors!
    image
  • Rain and snow are now affected by wind, which is enabled in Hell City by default for testing. Use pukename SetWind 1 # to change its speed, and use puke 311 # to turn on rain or snow and see it follow the wind! Use pukename SetWind 0 # instead to force a certain wind speed (1-8, CCW from right, or 0 to revert to random wind directions). This is compatible with multiplayer, too! Try setting up the rain/snow with multiple players with different wind directions/powers and you'll see the difference!
  • If you challenge your friends to deathmatch in Hell City, all entrances to the underground area are gated off and you can't enter any buildings, as the big outdoors area is where you battle!