Whaddaya know! More bug fixes! This will likely be the last patch for now unless there are some HUGE issues that need to be addressed. Gotta focus my development time on making more of the game!
Frequent alt-tabbing leading to crashes:
This has been a running issue for a bit now that varies from machine to machine. If your game is crashing when you alt-tab too much, I would highly recommend going to the settings, looking for "Alt render method", and turning that on. That resolves the issue for some, for others it introduces issues, really just depends.
Properly scaled visual effects:
Majority of the visual effects sprites were placeholders that were haphazardly scaled up. I've finally gotten around to replacing em lol.
Fullscreen pixel scaling issues:
Running the game at fullscreen would often result in ugly "nearest neighbor" sub-pixel deformation on the screen, especially noticeable in areas where the camera zooms out like Chapter 7. I've made to the game display only scales to whole numbers, which should fix that.
Huffhop (frog enemy) tweak:
Huffhops no longer just pop when you hit them. Hitting them will push them in the direction you attack, allowing you to reposition them to reach optional areas more easily. Hitting them with guard-breaking attacks will still pop them (this is in order to make segments like the Bellowbite part not cluttered/awkward).
Miscellaneous Shroom Hollow + Slime belly form fixes:
Some broad-strokes changes for behavior for the Slime Belly form, making the double jump a little bit better, and making some aspects of teaching the form and navigating Shroom Hollow a little clearer for first-time players. I've also slightly improved performance in the area.
Bellowbite mounting crash:
Specifically timed button presses when mounting the bellowbite would cause the game to crash. This is because I did not declare the player object's "mount command" variable, I got away with it thanks to GameMaker's fisherprice babies first programming language LOL.
Some more incorrect glyphs for tooltips:
I just love doing that, eh?
Frame-perfect pause softlock:
There was a state the player would go into for a frame or two after unpausing that was made to prevent getting unintended inputs after unpausing (for example jumping after pressing the confirm button)
While this did technically work, it had the unintended side-effect of making it so pausing right as the player character is transitioning state would cause the player character to freeze, effectively softlocking the game and forcing the player to restart the level.
This fix was kind of sloppy anyway so I replaced it with a much simpler method that yields the same results.
Yacht machines seemingly spawning at random in some levels:
I already fixed this in v.1031 but didn't feel it was necessary to remark on it since it was basically the only fix in that patch, but essentially I was debugging the spacial audio controller and gave it a random sprite and forgot to take it off when uploading v1.03. Sorry!
Tower defense Billie doesn't fart when you hit her anymore:
...What? Tower defense Billie doesn't fart when you hit her anymore, I don't know how much clearer I can be.
