This repository was archived by the owner on Mar 19, 2026. It is now read-only.
Micro v0.1.0-6.1
Pre-release
Pre-release
Additions
- A new button, by default Space on keyboard and the bottom button on controller (A for Xbox, B for Nintendo, etc.)
- Throws out funds while held, which normally come back to you
- When thrown near a toll (an entity that accepts funds), the funds instead pay the toll, replacing the trade button.
- The toll returns your funds if you don't have enough.
- Reworked the enemies that spawn outside the world.
- Added a debug map of the world that is created in the user folder if
debug:save_debug_map=1inmicro.cfg- Displays biomes and tiles. Looks like this:
Changes
- Micro's world is now half as large.
- Biomes have only been partially scaled down, so a world will contain fewer biomes than before.
- The Godot logo on the splash screen is now black and white
- Caches remain in the world, translucent, after being opened
- Lights now look better and more obviously point you somewhere
- The enemy that shoots 3 bullets at a time now shoots less frequently and with more velocity
- Increased enemy spawn rates
- Improved the world border's visuals and mechanics
- Now actually acts as a barrier for bullets and enemies
- Peaceful biomes now (generally) spawn in the cardinal directions instead of the diagonals
- Improved dash cooldown visuals, will probably be changed again
- Improved trade overlay
- Fund coins now curl their path slightly when they first appear
- Reduced the use of instance uniforms
- Objects spawned in gameplay are now loaded and mapped to identifiers on run start
- This avoids an issue with circular scene loading and makes for a more elegant and extensible spawning system
- For example, fund coins are under the identifier
micro:fund_coinand spawned withMicro.new(&"micro:fund_coin")
Fixes
- Structures should no longer overflow past the world border
Commit List: v0.1.0-6.0...v0.1.0-6.1