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Shang Mu Architect 1.1.6.2

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@whitelilydragon whitelilydragon released this 21 Jun 04:41
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Changelog 1.1.6.2
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Campaign Changelog
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-Stage 1, "Baozhu Road", has been completely remade! Yay! Give it a spin, tell me what y'all think!
-Disabled the fleeing Fireworks Tank's ability to harm everything during the stages themselves (Including the player)
-Fixed a bug that allowed petal falls to add crystal gems to your gem counter, while in hub areas (Note: This change does not affect player-made stages!)
-Fixed "enver" in Uny's dialog to say "Never" instead
-Fixed a typo where Dr. Dean says "in-route" instead of "en-route", in cut-scene 4

-TempleHub01.map Changes:
	-Cave warp portal has been removed; it was both inconsistent with the temple door's later use as an entrance for the dorm rooms, and disliked by players
	-Warp portal inside the temple has been replaced with a sign that says the dorms are closed until 6AM "for maintenance; due to explosions and debris"

-TrainStation00.map Changes
	-Curtains have been updated with their appropriate end pieces
	-Dark Libbie has been placed in this map to help introduce the player to petal shards

-AcademyHub00.map, AcademyHub01.map, and AcademyHub02.map changes:
	-Fixed stray dirt tile sticking out of one of the walls in Map00 and Map01
	-Updated hanging curtains to include end-pieces (Which were previously unavailable in older builds)
	-Updated each hub map with all-new city tile set pieces

-EastDistrict01.map and EastDistrict02.map changes:
	-Tiles have been updated with all-new city tile set pieces
	-Tsuki has been relocated to stand nearby the dock
	-Cleaned up excess support beam tiles around the water tower above Allister's apartment
	-The entrance to Allister's apartment has been raised to be level with the surrounding ground

-TrainStation00.map and TrainStation01.map changes:
	-Tiles have been updated, and cleaned up for a more readable layout
	-NPCs have been slightly rearranged, but they should all still have the same dialog!

-Major Change: All "Mission" NPCs for each hub now appear regardless of the story's state. This is for the sake of accessibility; people may want to revisit mission stages after defeating later bosses in campaign mode
	-That, and it would be a nightmare to produce 40+ missions per hub anyway, if each of the 4 mission NPCs per hub were to change based on the player's progress in the story)
-TempleHub01 and TempleHub02 changes:
	-All mission NPCs now appear regardless of the player's progress in story mode, and thus, their positions have been reshuffled to avoid specific job NPCs overlapping with each other
	-Dean's mission NPC now says "Good evening!" instead of "Good morning!", if the player interacts with him, prior to defeating the Bouncer
	-Fixed a bug where NPCs inside the temple, weren't consistently spawning in an appropriate BG changer object; thus, resulting in the temple looking like an outdoors environment when reentering a hub from a side mission
-TempleJob05.map Changes:
	-Soft-lock issues with some floating platforms have been fixed
	-DNA Cannon's position has been readjusted
	-Some tiles have been cleaned up, and tile placement optimized for a smaller file size
-TempleJob06.map Changes:
	-General tile cleanup and optimization, for a smaller file size (And faster load times)
	-Stage's presentation has been improved with recent additions to the temple tile set
	-While certain clipping issues are being sorted out with certain springs, the downwards-ceiling spring has been replaced with a less "offensive" downwards-diagonal spring, for the time being

New Features
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-The editor's tile menu now has a page description panel! Each page will have a designated "theme" for what tiles they should contain
-*115* new tiles have been added to the game! Yay! More about that is detailed in "Adjustments" below!
-More than *50* new tiles to play with in the City and Sewers tile sets! Yay!
-Editor Mode Improvements
	-Offsets for *all* odd-resolutioned slope tiles are now handled automatically by the editor! Whenever users select a tile from the tile menu, or copy a tile from the canvas, the editor will fetch the correct offsets from a unified script. No more constantly changing your grid resolution to suit the slope tile you're using, unless you really want to!
		-This change applies to both inside and outside collision masks, unlike before! (i.e, if you copied a tile from the canvas that had its collision mask switched out, the editor should still apply the correct offsets from its counterpart mask)
		-There may still be outlier slope tiles that don't align correctly to the 8x8 grid; please report them if you find any!
-Raging Rapids, 23Lief's latest background for the game, is finally ready to use! Yay!
	-This stage also includes Dusky's arrangement for Rage Ravine! Yay!
-It's now possible to rail grind in the full 360-degrees! Yay!
	-Note: Flat surface grind rails aren't fully working yet; this is being worked on; all other grind rail types are fully working!
-23 new tiles have been added to the game! Yay!
	-Four new circle loop pieces have been added to the city tile set!
	-Over a dozen new rail grinding tiles to play with in the "Platforms" tile set!
	-The "clean" versions of the sewers' tile pieces, that were previously inaccessible via the tile set's menu, have been added as an "extras" section in the sewer tile set
-Raging Rapids, the final planned background for Shang Mu Architect, is now finally available in editor mode! Yay!
	-BG produced by 23Lief!
	-Rage Ravine arrangement produced by Dusky!
-Boost rings are now available for use in editor mode! Yay!
-Hyper boost rings are also available! Oh no! EXPLOSIONS!!!
-The Gimmicks menu has been overhauled for better organization and clearer theming per page, as well as accommodating the cohesive inclusion of more gimmicks, such as the new boost rings, and hyper boost rings!
16 new flat surface tile variants have been added to the City tile set, as a 12th new page for the tile set! Yay!

Adjustments
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-To fix unpreventable edge cases, where players can escape the boundaries of walls placed near ceilings, the player's now stopped from going 64 pixels above the camera's boundary box. No more infinitely flying above the ceiling as Milla!
-The boundary for transitioning to the next sub-map, in a multi-map stage, (or a campaign stage!) has been readjusted to 32 pixels, instead of 64 pixels; now, it's possible to simply place boss gates at the edges of a map, without the player transitioning through its edges (thus skipping boss-fights! whoops!)
-Flag tiles are now hidden from view, when playtesting in editor mode!
-Rain clouds have been removed from the sewers backgrounds in particular, to reduce "visual clutter"; all other backgrounds are unaffected by this change
-Cars spawned by the crosswalk signal gimmick have been nerfed:
	-DMG lv1: 0.2 HP
	-DMG lv2: 0.4 HP
	-DMG lv3: 1 HP
	-DMG lv4: 2 HP

-Temple Tile Set Changes:
	-The tables from the city tile set have been moved to this tile set, being more thematically-appropriate for temples than cities

-City Tile Set Changes:
	-City Tile Set now has *10* pages! Imagine that! Wow!
	-All Sewer-themed tiles have been moved to their own tile set, simply named "Sewers"!
	-"City 2" has been removed, and replaced with "Sewers", now that both City Tile Sets are now merged into one big tile set!
		
	-Sloped Pieces
		-wd_ramp_20/16 now has a decorative section of road attached to it
		-wd_ramp_21/17 now has a decorative section of road attached to it
		-wd_ramp_22/18 now has a decorative section of road attached to it
		-wd_ramp_23/19 now has a decorative section of road attached to it

	-Scenery Pieces
		-wd_scenery_3 has had its dimensions readjusted from 128x33, to 128x32
		-Small and Large wooden tables moved to the Temple tile set
		-For added convenience while making city stages, additional glass scenery pieces are placed on Page 4
		-Blank billboard have been replaced with better 8x8 compliant variations of themselves; the old versions have been moved to the 9th page of the city tile set, described as "Scraps"

	-Glass tiles have been moved to the third page on the "Platforms" tile set, because they're too general-purpose to belong to a specific tile set

	-Pieces Moved To the "Scrapped Pieces" page of the city tile set, on Page 9 (For tileable/grid-snapping issues, due to non-standard tile dimensions)
		-wd_flat_0
		-wd_flat_1
		-wd_flat_7
		-wd_flat_8
		-wd_flat_9
		-wd_flat_10
		-wd_flat_4
		-wd_flat_5
		-wd_flat_6
		-wd_flat_15
		-wd_flat_16
		-wd_flat_17
		-wd_flat_18
		-wd_flat_31
		-wd_flat_32
		-wd_scenery_5
		-wd_scenery_6
		-wd_scenery_7

-Sewers Tile Set Changes:
	-Pages 1, 2, and 3 features some old sewer scenery pieces, as well as all-new flat tiles, and slopes on Page 4; more unique pieces will be added later (And old scenery tiles will be accessible via a "scraps" page, as well!)

-Mountain Tile Set Changes:
	-Tile set pages count has been reduced to 5 instead of 6, until more pieces are produced for this tile set!

-Platforms Tile Set Changes:
	-Grind Rail 11 and 12 have been moved to Page 6
	-Glass Tiles now makeup the "theme" for Page 3!
	-One new glass tile has been added to Page 3!

-Temple Tile Set Changes
	-Almost all scenery pieces have been moved to the Temple TPAGE, instead of the Terrain TPAGE; please let me know if this causes any negative changes in performance!
	-Scenery Tree 1 from the Temple tile set has been added to the new get offsets list, as well, allowing it to finally align with 8x8 pixel grids! (Why did past me make the resolution 64x127, instead of 64x128?)
-Readjusted the depth of all BG Changers to -5; these BG Changers may still have layering conflicts with scenery tiles on layer -5, but they should no longer be hidden behind most tiles now
-5th page for the "Platforms" tile set has been renamed to "Scenery", instead of "Scenery 2", now that the 3rd and 4th pages are now used exclusively for rail grinding tiles!
-Both Sapphire Jungle, Day and Night versions, have had their parallaxing speeds readjusted to multiples of 8, which should make their parallaxing speeds much smoother in-game, and it improved visibility for the lower parts of the BG's layers!
-Background improvements:
	-Both City backgrounds no longer have twitchy or jumpy scrolling issues over time, for their cars or airplanes/blimps in the distance. Scrolling is also smoother!
	-All 3 Taishan Mountain backgrounds have the above fixes!
-Backgrounds that no longer display clouds during special weather effects:
	-Temple (Day)
	-Temple (Night)
	-Space (Sunrise)
	-Space (Night)
	-Lagoon (Day)
	-Lagoon (Sunrise)
	-Sewers (Night)
	-Sewers (Day)
	-Mountain Cave
-All enemies/bosses have been readjusted to check for the allowance of hits between freeze frames, based on their alpha iterations, and said alpha iterations have been adjusted to play for 5 frames instead of 4 (This is more accurate to FP1!)
-Micro-optimized editor mode by adding an 8-frame delay for tile-layer-scanning, during auto-mode for tile placement
	-This means that auto-mode now only scans for a change in tile layers underneath the cursor, once every 8 frames, (Now 7.5 times per second!) instead of each frame (60 times per second!)
	-The response-time has been minimally-impacted, and should hopefully increase performance during heavier editing sessions!
-Thanks to a new node-exception script, it is no longer possible to move, copy, or delete "logic nodes", i.e, any object in the game that controls complex collision mask switching for loops and slope pieces. Allowing for this created issues, particularly while placing items around slope tiles
-It is now possible for fire shields to survive being in smart pools, rain, global bodies of water, or any situation involving water! Yay!
	-However, in exchange, cranking up your difficulty to lv4 and beyond, *will* cause ALL non-water shields to shatter upon touching any surfaces of water! Oh no!
-Certain objects now show their node sprites only while debug mode is turned on, globably for both editor mode and player mode!
	-This should make playtesting in editor mode a lot less cluttered and distracting, while also improving how informative debug mode is while in player mode! (And campaign mode!)
	-Affected objects:
		-Waterfall
		-Petalfall
		-Waterfall (Small)
		-Smart Pool
		-Mud Water
		-Water Pool
		-Petal Pool
		-Water Level Switch 1x
		-Water Level Switch 2x
		-Water Level Switch 3x
		-Puzzle Door Switch
		-Bomb Trigger Switch
		-Instant Water Height Switch
		-Boss Music Trigger
		-Mid-Boss Music Trigger
		-Mega Boss Music Trigger
		-Checkpoint Marker
		-Bird Ambiance Trigger
		-City Ambiance Trigger
		-Creepy Ambiance Trigger
		-Creepy Caves Ambiance Trigger
		-Wind Stopper
		-Enemy Delete Wall
		-Weather Clear Trigger
		-Weather Rain Trigger
		-Weather Storm Trigger
		-Weather Tempest Trigger
		-Music Off Trigger
		-Music On Trigger
		-Start Music Trigger
		-Stop Music Trigger
		-Portal Set 1
		-Portal Set 2
		-Portal Set 3
		-Portal Set 4
		-All 21 BG Changers
		-Circular Platforms
		-Half-Circle Platform
		-Camera Zoom Trigger - 25%
		-Camera Zoom Trigger - 50%
		-Camera Zoom Trigger - 100%
		-Loop Layer Change Trigger - Left
		-Loop Layer Change Trigger - Right
		-Loop Change Trigger - Left
		-Loop Change Trigger - Right

Bugfixes
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Editor Bugfixes
-
-Fixed a bug where it wasn't possible to select the loop layer changers in the Advanced section of the editor (This was the result of a typo in the script refactor for the Gimmicks section- owie)
-Fixed a bug where it wasn't possible to pickup or copy BG Changer 20, (Sapphire Jungle - Night) then place it back down onto the map
-Fixed an oversight where BG Changer 21, (Raging Rapids - 23Lief) wasn't possible to select via the BG Changer's GUI icon/button
-Fixed a bug where the editor's tile previews would be at the incorrect aspect ratio/sizes, if the user pressed the hotkey to bring up the tile menu, instead of clicking on the tile menu's icon first
-Fixed fatal crashing issue for the following loop piece tiles:
	-City Tile Set
		-Quarter Pipe Beam 1
		-Quarter Pipe Beam 4
		-Quarter Pipe Beam 2 - Inverted
		-Quarter Pipe Beam 4 - Inverted
	-Sewers Tile Set
		-Pipe Loop 2
		-Pipe Loop 4
	-Lagoon Tile Set
		-Quarter Pipe Rock 2
		-Quarter Pipe Rock 4
		-Sand Hill Right
		-Wooden Loop 3
		-Wooden Loop 4
-Fixed a bug which prevented copied tiles, and even moved tiles, from having consistently (and correctly) referenced offsets for odd-resolutioned tiles

Gameplay Bugfixes
-
-Fixed a bug where the top-left donut loop piece for the city tile set wasn't swapping its inside/outside collision masks correctly
-Fixed inconsistently-shaped collision box regions for inside/outside of the following loop pieces' collision masks, which resulted in clipping issues when running too quickly through them:
	-City Tile Set
		-Quarter Pipe Beam 1
		-Quarter Pipe Beam 2
		-Quarter Pipe Beam 4
		-Quarter Pipe Beam 2 - Inverted
		-Quarter Pipe Beam 3 - Inverted
		-Quarter Pipe Beam 4 - Inverted
	-Sewers Tile Set
		-Pipe Loop 2
		-Pipe Loop 3
		-Pipe Loop 4
	-Lagoon Tile Set
		-Quarter Pipe Rock 3
		-Quarter Pipe Rock 4
		-Sand Hill Left
		-Sand Hill Right
		-Wooden Loop 2
		-Wooden Loop 3
		-Wooden Loop 4
-Fixed a bug where the character animations would freeze, if falling off of a grind rail, specifically while underwater
-Fixed a bug where shield effects wouldn't draw over shield crystal flowers, if they were rotated at any angle
-Fixed a bug where NPCs couldn't face the player in "Following" mode
-Fixed an oversight that allowed waterfalls to draw over smart pools of water; now, they'll draw the stopping point and foam of the waterfall at the surfaces of smart pools, as well as global water surfaces!
-Fixed an oversight in the sprite mask for rotated items, that prevented them from being correctly attacked like their angle-zeroed counterparts (Hitboxes would be short by 16 pixels or so, especially for items rotated onto ceilings)
	-The sprite mask's angle is rotated appropriately to match the (apparent) sprite's rotation, which is then reset back to angle 0 in editor mode, if the item is attacked or the angle gear has been changed/removed
	-This fix also means that clicking on placed items that are rotated is more consistent! Yay!
-Fixed an oversight where the speed boosters wouldn't play their sound effect, if players were already above the speed that boosters send players (i.e, if your speed was above 12 pixels per frame, no sound would play)
-Fixed a bug where Dean's "Pensive" emotion sprite wasn't referenced correctly, resulting it in being a duplicate of the idle sprites
-Readjusted Dean's sprite masks to be shorter than his sprites, to avoid conflicting interactions with his NPC editor dialog box (i.e, it was impossible to click on GUI elements in the NPC editor box without deleting him from the canvas)
-Fixed a bug where the rail-grinding animation wouldn't stop if a ladder was grabbed onto, while rail-grinding
-Fixed a bug where Spade's cards would crash the game, while interacting with sloped surfaces (They were still attempting to reference the slope's surface types with the older slope mask array offsets)
-Fixed an oversight where the (Fleeing) Bouncer was referencing angle data for slopes from the old offsets, (1,000) rather than the new global offset values (scr_local_angles = 10,000)
-Fixed a bug where Carol's bike could linger at the same X/Y coordinates between maps
-Updated the enemy slopes exceptions array with all of the new slope tiles, added since the most recent updates; this registry not being updated was causing crashes for enemies, bosses, mega items, Milla's phantom cubes, Spade's cards, and even more! Oh no!
-Fixed a bug where the streamer background's code wasn't in line with the new BG parent system
-Fixed a long-standing bug that allowed the player's walking, running, and running faster animations, to trigger while in mid-air (This still happens wherever the DNA Cannon is involved, however! Oh no!)
-More code cleanup for all backgrounds
-More code cleanup for the train station BG
-Beihai Bay (Sunset) had the incorrect background defined for its deeper water depths
-Cleaned up "dirty" tile existence checks for Milla's phantom cubes
-Fixed two bugs for Carol:
	-Attacking while holding both Up and Down simultaneously, while underwater, would lock Carol's animations
	-Her boot swipe's upward momentum not only wasn't resetting, upon entering the water, it would even go into the negatives and force Carol downwards while boot swiping underwater! Oh no!
-Fixed bugs where various enemies/hazards weren't dealing damage when set to lv4!
	-Shock Puppet
	-Blade Orbitor
	-Spike Pillars
	-Cars spawned by crosswalks
-Fixed a bug where Rotating Spike Balls weren't dealing scaled damage at all!
-Improvements for Spade
	-End point for standing animation was incorrect by 1 frame
	-Start point for idle animation was incorrect by 1 frame
	-Start point for looking up animation was incorrect by 1 frame
	-Looking up animation was animating too quickly (Now 0.8 instead of 0.12)
	-Spade's attack animations now restart each time his cards are tossed, after the card toss cooldown has completed