Releases: mayzmae/AM2R-TimeTrials
Enemies Build - v2.0a
After so long without them, enemies have finally arrived to Time Trials! Some additions have also been added from a previous build of Time Trials that was never posted publicly because bigger numbers are always better than smaller ones
Changelog
- ADDED: Enemies
- Enemies will now spawn
- ADDED: Backported features from v0.5
- Most of them are disabled due to ancient code but what still works is still here. What they are is still unknown even to me!
Credits
Tachy Bunker for this remix of the main menu theme previously used
Daniel Linssen for this font used in-game
As always, happy running!
Test Build v0.4
THIS UPDATE BRINGS A FORMAT UPDATE! All stages in your stagelist will be updated to the new format. Please back up your stages before launching this update just in case something goes wrong.
Sorry about the wait!
This update finally fixes the PBomb lag, as well as cleaning up pre-existing menus and changing some music
The demo recording features are also vaguely present however they are disabled for this build while they are being worked on
Object Additions
- ADDED: Water Line
- One-of-a-kind object that can be placed anywhere in the level. A water object will be created on the same y coordinate as it, and it works exactly as it does in vanilla
- ADDED: Gravity Suit
- One-of-a-kind item that gives Gravity. Unlike in base AM2R, this does not increase your defense and is merely for nullifying the effects of water
Player Changes
- ADDED: A new Time Trials settings menu that can be accessed in the settings menu
- It can only be accessed in the main menu's settings menu, and at the moment this is only to support the change below
- ADDED: The ability to choose between having the Power Suit or the Fusion Suit
- The differences between them are merely cosmetic
- ADDED: New options to the "GOAL!" screen for quick restart and saving demo (which doesn't do anything yet)
- ADDED: A string to the game over screen that shows the level name/author
- CHANGE: Trial select now scales depending on widescreen-mode
- If you were playing in 4:3 before then you will see no changes
- When more features get added, some visual features will be missing but you SHOULD at the very least be able to see Personal Best
- If you were playing in 16:9 the new space on the left and right will be used
- At the moment this only shifts options and author name, but this will give plenty of space for best times and maybe a map layout?
- If you were playing in 4:3 before then you will see no changes
- CHANGE: The level playfield now extends further out
- This extension is not accessible via the level editor and is only for stopping some levels from touching the edge of the screen
- CHANGE: Subsequent restarts of a level will speed up the fanfare so players can start their next attempt faster
- The first play of a level when entering it from the select menu will still play out the fanfare in full
- CHANGE: Various music changes
- A new game theme is used
- A new "GOAL!" theme is used, the old one will be used when getting a new Personal Best in the future
- BUGFIX: PBombs no longer cause slowdown
- It is possible some beams also cause slowdown, it is likely the same issue the PBombs had and I will look into this further, but at the moment it isn't as big of an issue as PBombs were
- BUGFIX: Hopefully fixed a crash involving the map pause screen
Editor Changes
- ADDED: Stages will now have their timestamp saved
- This is future proofing for later features
- Any stages before v0.4 that are converted will have their timestamp set to the time that they were converted
- CHANGE: A 40-character limit is now enforced for stage/author names
- This should be as many as you need for any stage, without having ridiculous names that stretch across the screen
- BUGFIX: Linebreaks shouldn't work anymore
Both of these fixes aren't fixed retroactively, so if you want to fix them just open them up in the editor and change their names from there
What's next for TT?
Demo Playback is coming soon, I promise
There may be also some online functionality arriving to the mod in the form of record mixing, but this is just a concept at the moment
Test Build v0.3.1
A major oversight in v0.3 caused stages to load incredibly slowly, which scaled with how many objects were placed in a stage. This patch rectifies this and fixes an additional sound related bug. It is highly recommended to get this build as otherwise load times in v0.3 will by abysmally slow.
Global Updates
- BUGFIX: Disabled show_debug_message(); calls in some looping functions to avoid lag
Player Updates
- BUGFIX: Fixed looping spin sounds when picking up Space Jump
Editor Updates
None
Happy running! (in proper pace this time)
Test Build v0.3
This update once again focuses on adding community suggestions, additions that will help for the future, and tweaks that will hopefully fix crashes that some players are experiencing.
Global Updates
- CHANGE: A new file system has been enforced
- Levels will now check what version it was made on versions v0.3 and beyond
- Objects are consolidated into one line instead of being spread across three
- It will also attempt to convert v0.1/v0.2 levels to the new format upon launching the game. Although I have done my best to make sure there are no issues with conversion, there is a possibility that there are compatibility errors so PLEASE CHECK YOUR LEVELS FOR ANY ISSUES!
- CHANGE: Filenames will now use underscores in place of spaces for consistency with Discord's filenames, and will be lowercase
- CHANGE: Levels no longer remove numbers, but will still remove all other characters that aren't letters/digits
- CHANGE: The following items have been added
- "Static" Blocks, which will remain destroyed permanently. The original M/S/Pblocks are now Nonstatic types, while new ones have been added to fall in line with the rest of the blocks. When converting a level from v0.1/v0.2, old M/S/P blocks will be converted into Static ones
- Wave Beam
- Spazer Beam
- Charge Beam
- By proxy you are no longer supplied with Charge Beam starting a level, if you rely on Charge Beam+Bomb combos in your levels please add a Charge Beam pick-up!
- Energy Tank
- Morph Ball and Power Grip (sprites courtesy of ShirtyScarab554)
- When the items are in play they will disable the associated upgrade until picked up, placing them out of bounds can emulate not having the items at all
- Ammo Field
- Being within it will fully restore the player's M/S/P tanks instantly
- Regen Field
- Being within it will fully restore the player's Energy instantly
- CHANGE: Changed block sprites to match the tileset (sprites courtesy of Palladium346)
Player Updates
- CHANGE: The vanilla title screen will now show the Time Trials version in-game
- CHANGE: Players can now reload level-list and delete levels in Level Select
- CHANGE: Level select now aligns levels to the left of the screen and shows the creator in the bottom right
- CHANGE: The ammo HUD will no longer disappear when a specific tank is empty, and will return to their vanilla behavior, aside from Missiles which will always be visible even if there are no MTanks equipped
- CHANGE: Slightly shrinked the size of spike hitboxes by two pixels on all sides
- This should fix wonky spike collision, but if people prefer the old hitboxes then a toggle will be added in the future
- BUGFIX: Fixed an error where GameMaker tries to "index a variable which is not an array" in oCharacter upon launching any level on certain machines. This should not affect anyone who wasn't having the issue before (hopefully..?)
Editor Updates
- CHANGE: A second tab has been added to the Editor to allow selection of the newly implemented items
- CHANGE: Changed alignment of "hidden blocks" toggle to be centralized
- BUGFIX: The editor will now disable placing solids in widescreen space as this was not intended behavior
The next update will feature Demo Recording and Playback, best time saves, and solid merging for larger levels that struggle with PBombs. Builds will be moved out of pre-release once these systems are confirmed to cause no issues.
As always, happy running!
Test Build v0.2
This build is mostly focused on adding requested additions and fixing small issues with the current 0.1 build.
Player Changes
- CHANGE: Added Quick Restart to pause menu
- BUGFIX: Fixed Space Jump giving Screw Attack instead of Space Jump
- BUGFIX: Fixed somersault sound looping when picking up Screw Attack mid-somersault(?)
- BUGFIX: Fixed a crash when loading too many levels
Editor Changes
- CHANGE: New button in the Info tab allows creators to choose whether breakable blocks are shown as they are or are hidden as the squares from before (defaults to hidden on new levels and on 0.1 levels)
- CHANGE: Holding SHIFT makes the camera move 3x as fast
- CHANGE: Camera velocity is 4x stronger than it was before to make camera movement more snappy
- BUGFIX: Fixed camera bouncing X variable when reaching the bottom of the room
Test Build v0.1
Took long enough, didn't it?
This build is unfinished in polish and features, but it should get things started for those aspiring creators and dedicated players alike. Until this is more complete, consider this more of a novelty. A guide on how to use the editor is embedded into the build, if you are still unsure on how things work (or if you've found a bug of sorts) then please contact me.
In any case, go out there and make some courses. Happy running!
