Papilio v0.9.3.1 + v0.4.2.8 demo hotfix and updates
Hello oldschool friends.
I have uploaded a hotfixed version of Papilio that addresses a number of fatal glitches and more than a few minor ones that were reported to me over the weekend. Here is the list of changes made for both the full and demo versions of the game:
- Both the Stage 1 and Stage 4 bosses were causing the game to crash on timeout due to erroneous priorities on parameter calls caused by deprecated code. These have been fixed, and now both bosses will correctly time out and allow players to progress.
- The hidden midboss in Stage 2's upper path originally had the ability to pull the player characters close to itself while firing its beam attack. However it has been reported that this vacuum effect persists even after the boss is defeated, resulting in broken player movement for the remaining levels. Since the boss' ability could not affect players using mouse control, the old vacuum property was removed and instead replaced with an expanding laser that is bigger than the original beam.
- The "Default Controls" section of the in-game Manual screen now displays PlayStation / Xbox Controller button designations instead of "Button 1", "Button 2" and "Button 3" to make it easier to understand. Seriously, what on earth are Buttons 1, 2 and 3 anyway?
- The "Dynamic" Mode menu item could not be clicked with the mouse when in 2 Player Mode; this has now been fixed.
- In Survival Mode, one of the large carrier enemies spawns at a very low point on the screen, causing the pair of armored drones it releases to get stuck in the ground. Its spawn point has been raised slightly to compensate for the presence of the solid floor.
- The player initials in the name entry screen were positioned too low on the screen which caused them to clip into the other UI elements; their display height has been adjusted accordingly.
- The 2-Player game mode menu had several broken items that would call for nonexistent or disabled rooms, causing the game to crash. It has now been brought in line with the 1-Player game mode menu, which disables Survival, Asuratva and Training Modes altogether.
- The emergency teleport feature used to forcibly return out-of-view characters in the full game has been imported to the demo version.
- The aimed spread shots used by certain enemies originally had a randomized arc trajectory. This randomizer has been removed to bring the demo in line with the full version, which has a uniform aimed spread shot.
- Some of the shot sprites used in the free demo for both players and enemies have been updated to reflect the changes in the full version.
- There is a strange bug that occurs when certain enemy objects are deleted after exiting the viewport, causing the game to crash. As this issue is very hard to replicate, it will take some time to uncover the cause.
- Similarly, there is a very rare glitch that causes the game to crash when using the Fire Wisp + Blue Powerup homing shots. I am still in the process of trying to uncover the cause, but for now there is a workaround in place that hopefully deals with the issue.
Until next time, stay hyper my friends.
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