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Releases: zeta0134/tactus

Bugfix Release v0.1.1

19 Feb 22:09
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This corrects a few crash bugs and other various problems with behavior in the demo build. This is purely a bugfix release, so there are no new features or quality of life adjustments. Notable changes:

  • Birb enemies no longer index memory out of bounds, and should be significantly less crashy
  • Moving enemies should no longer get stuck "underneath" the player, damaging them continually
  • Sound channels are rearranged to help certain SFX (notably enemy death) to interrupt the melody less frequently
  • Weapon swings may no longer index out of bounds, which visibly results in fewer glitchy sprites, and should prevent fun sources of crash bugs when attacking "off" the north and south sides of the battlefield
  • Screen shake no longer incorrectly displays the wrong drawing buffer. This visibly reduces the intensity, and also fixes showing enemies in old locations right after being hit

Known bugs still remaining in this version:

  • HUD drawing can lag behind if the player moves very quickly in cleared rooms. This is purely a visual bug, and corrects itself if the player slows down or enters a populated room.

NESDev Compo 2022 Release

29 Jan 16:03
c02bbf7
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This is the final build that was submitted to the contest for judging. As I'm about to start doing various bugfixes and quality of life updates ahead of the Action53 physical cartridge, I figured I should tag the project in its current state. If you really want to play the contest entry, warts and all, here it is!

Known issues:

  • Moving very quickly on calm screens can bug out the HUD drawing, this is purely visual
  • Once you pick up a weapon you're stuck with it, which can be rather annoying if it was a downgrade
  • The "birb" enemy writes to memory out of bounds while moving, and can crash the game or bug out the audio engine. To workaround, stay out of its line of sight entirely