
It was heaps of fun sharing Dash Blitz with the crowds at Federation Square - more to the point, it highlighted a few things that could be cleaned up. So here's a quick little update to address some of the nagging issues that still need to be ironed out.
From here on out, it's all-business as we finally move into v0.5!
Fixes
- Corrected some outdated guide text in the Lobby and Pause Menu, as well as clarifying some existing abilities.
- Corrected the laser animations for all characters.
- Fixed a bug where Onslaught Mode couldn't be chosen from the Main Lobby.
- Fixed a bug where AI would try to load into Race Harbour and artificially inflate the player count.
- Fixed a bug where AI would lose their chosen palette on the Quick Lobby. Long may Grape Rondo prosper.
General Improvements
- The opening text on the title screen now takes its time scrolling up. It's a bit more legible, too, even with the chaos going on in the background.
- You can now skip anything you're not in the mood for during the Tutorial - just taunt to signal to #21 that you're done with it.
- Moonbase Veracity's gates now operate on sensors rather than button presses, making it far easier to navigate. You should be able to dash straight through with no hold-up. Also, the colour palette for the base has been darkened somewhat, so it should be easier to see inside.
- Cleaned up the spinning effect during hitstun, particularly so that grabbing a target doesn't set them spinning. On a similar note, items now spin more noticeably when thrown, making them more obviously threatening.
- Made hit effects larger and more easily visible, making it that much more satisfying to land a solid blow. Camera shudder is now more noticeable and less smooth, making it into a quick and jerky kind of motion.
Characters
Edge
- Added a dedicated Sprint animation. More of a ninja hover, really.
Bluster
- Made Bluster's Cyclone attack (Fully-Charged vertical Shot) into its own distinct animation, rather than a blend between his shooting and his regular animation. The actual mechanics of the attack are unchanged from v0.4.5.
Rondo
- Rondo's Overcharged Shot (gained from parrying Swings or Fully-Charged Shots) now flies through its targets, making it more potent than ever.
- Rondo's Running Swing is now only animated from the waist up. Now Rondo's flailing should match up with his actual movements.
Puffin
- Re-implemented slowdown on midair jumps - it seems the addition of sprinting was letting Puffin get away with more air speed than she should.
Percival
- Fixed a bug where Percival wasn't vanishing into a cloud of dust when he was KO'd.
- Made numerous improvements to Percival's aerial down-throw, making it an all-around more powerful attack.
- Percival's shield boomerang now interacts with other attacks, allowing you to block incoming shots. This also means the shield can be knocked back by enemy attacks, or even reflected...