Full notes
Full Ecrazeus Castle update
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What changed
- Gameplay
- UI and audio
- Fixes
- Events
- Performance
Ecrazeus Castle changes
...a new Ecrazeus Castle demo build has been uploaded. Changes include:
Improved CPU usage by ~10-15% by changing the way the portrait gets loaded in.
For Bakin users: the party member portrait system causes this for god knows what reason, so I had to substitute it with a simple rectangle with each portrait loaded inside.
This should hopefully improve the framerate and the stability of the framerate on more devices.
Removed a piece of geometry in the desert room that could cause some lag when a attack hitbox overlapped with it.
This isn't the giant slope, unfortunately.
Changed the portraits to use the Hi-Score screen portraits instead.
Fixed a bug where the boss camera tracking became jittery when you toggled to normal camera then back to boss camera.
Adjusted some spawn points and enemy positions.
Clouds have been permanently removed instead of being deactivated, just to make sure.
On the bright side, a Japanese translation of the demo is possibly on it's way. It won't be in time for Next Fest, but the demo will remain after the event's ended.
Don't you just love gamedev, when despite all your attempts at optimization, it's the native features of the engine that you're using that's the cause of it all? No, not in a "oh you're using wrong" way. Imagine for a fact that the engine is built for JRPG games like dragon quest and such. How many portraits get loaded on a battle or a menu in those games? 3-4? Yeah... And I was only loading one...
I was going to have panic attack if the item icon loading method also had an issue...
Source
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