Development update - November 10, 2024 (Patreon)
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Content
Been working on Plazma Burst 2 HTML5 port. It seems that previous poll results somewhat changed with new supporters ^
I guess it is nice to know that people do want to see Plazma Burst 2 be back in browsers and in a hopefully better state. I can't say I'll promise much in terms of multiplayer mode since serious multiplayer changes would basically break plenty of custom maps if it got to at least the level of Star Defenders 2D netcode.
Besides that, I've made a new gameplay feature as well as some important fixes for Plazma Burst 3.
And, like I've mentioned before, I do plan to start Plazma Burst 3 closed(?) beta amongst patreon supporters once we get to 100+ supporters for a few months in a row (don't subscribe with multiple accounts though).
Plazma Burst 2 HTML5 port
- More screens recreated;
- Custom image support for background walls/decorations;
- Custom music support;
- Save/loading mid-game;
- Interpolation for high refresh rate screens or if player wants to have 20/30 FPS physics while seeing the game in 60/120 FPS;
- Other known bug fixes such as explosion camera kick and physical bodies ownership overlap.
Skin Editor
- Fixed word-wrap issue due to slash characters being not considered word wrap points.
Gameplay
- Fixed a bug causing dynamic light intensity from players to scale incorrectly when sprite details level is changed;
- Fixed a bug causing laser sight to affect weapon glow color;
- Made it so Marine's slow-motion ability doesn't decrease amount of dynamic light like time warp areas do;
- Fixed a bug causing non-railgun projectiles to emit additional dynamic glow;
- Changed origin of Marine's slow-motion effect from pelvis to chest so line of sight would affect player's projectiles when player is shooting over the high cover;
- Fixed a bug causing player to occasionally get heavy impact damage whenever player activates portable drone downwards while falling;
- Added whole-entity level ignore logic with players rather than being per-limb based, it also decreased amount of data sent in multiplayer;
- Fixed a bug causing friction sound to be same for all friction sources;
- Fixed a bug causing impact damage to driver leaving Corvette;
- Made it so broken limbs of 3D entities such as Corvettes become instantly dimmed and don't keep glowing indefinitely in the dark;
- Made kinetic hook that can't attach to walls;
- Made it so invisible characters play sound without specific position occasionally indicating there are invisible enemies nearby;
- Activation of switches using kinetic hook;
- Made it so kinetic hook that can't attach to walls isn't able to be used for fall damage prevention either;
- Added occasional green sparks effect whenever Marine's slow-motion effect is active;
- Started making possibility of creation of frozen liquid rigid bodies by freezing liquids;
- Reworked player masses all across code base just so they aren't 10 times heavier when stable compared to unstable state;
- Implemented spherical geometry generation for frozen liquids that take minimum and maximum Y limits into account;
- Made it so frozen liquids are losing hitpoints outside of cryo liquids and regenerate while being additionally frozen;
- Implemented merging with overlapped walls and objects when new frozen liquids are made;
- Made sure entities that have attached frozen liquids flip without bugs;
- Fixed weird behaviour of frozen liquids whenever some picked-up weapon is stuck in them;
- Made it so players can stuck in frozen liquids properly and have hint icon;
- Fixed a bug causing players to not be frozen with freezing explosions because frozen liquids block explosions;
- Fixed a bug causing multi-body objects to freeze much faster than single-body objects in cryo liquids;
- Made it so weapons that are stuck in frozen liquids can't be picked up;
- Made it so frozen liquids are created at freezing explosions;
- Made shader for frozen liquids, added appear animation;
- Made it so liquids do not affect players and grenades that collide with them very slightly (making ice/rock that fills whole pool still made it possible to touch liquid);
- Fixed a bug causing temporary shape to be visible if frozen liquid creation has failed;
- Made it so some weapons can create frozen liquid objects as well;
- Made it so freezing lava creates rocks, though they would not stay for much long by default;
- Implemented vertical limitation of frozen liquids so they do not overlap walls;
- Made it so step-up logic works when walking into heavily angled surfaces near the top, such as edges of frozen liquids;
- Limited vertical velocity whenever players walk onto heavily angled surfaces - it was possible to propel into air and slam into ground at a bit too high velocity;
- Fixed a crash whenever frozen liquid slice was being calculated through center;
- Fixed a bug causing brozen barrel parts to be spawned with incorrect offset, causing them being sealed in a frozen liquids while they overlap;
- Changed materials used for slices of frozen water/lava;
- Made it so ice has less opaque shadow;
- Made it so frozen lava is called "rock" and not "ice";
- Added damage sounds for rock material entities.
Level Editor
- Made it possible to write custom ability logic on per-character basis;
- Made ability presets for Marine, Noir Lime and Proxy;
- Fixed a bug causing platform generation artifacts in case of L/W-shaped walls;
- Made it so it is possible to create frozen liquids with arbitrary X/Y limitations and inability to melt or take damage.
Multiplayer
- Added synchronization of skin properties and opacity altering enforcement inheritance;
- Fixed a crash related to client seeing other player activating and grabbing grenade that isn't visible within screen;
- Fixed a bug related to portable drones looking towards the wrong direction on client-side occasionally;
- Added synchronization of new player debris particles related to custom skin surface types;
- Fixed a rare bug of Corvette's loop sound being played at zero coordinates.
Sounds
- Reworked damage increase effect sounds;
- Made sound that is played for invisible characters;
- Made 3 ice break sounds.