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Steam News17 October 20178y ago

About the "floaty" thing...

Hello guys and gals! With Belle releasing on consoles, the game finally got a bit of the attention from the mainstream audience, and with that began a new wave of complaints about its "floaty" jumps.

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Full Mystik Belle update

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Repeated intro

Hello guys and gals! With Belle releasing on consoles, the game finally got a bit of the attention from the mainstream audience, and with that began a new wave of complaints about its "floaty" jumps. Personally, I prefer the slower, more controlled jumps, but this seems to be an unpopular opinion. Therefore I have updated the Beta branch of the game with, among other things, a new, quicker jump for Belle. Let's hope it's more to everyone's liking. Here's what's new in RC5A59:

What changed

4 fixes6 additions4 changes1 removal
  • Compatibility
  • Gameplay
  • Maps
  • Balance
  • Performance
  • UI and audio
addedHello guys and gals! With Belle releasing on consoles, the game finally got a bit of the attention from the mainstream audience, and with that began a new wave of complaints about its "floaty" jumps. Personally, I prefer the slower, more controlled jumps, but this seems to be an unpopular opinion. Therefore I have updated the Beta branch of the game with, among other things, a new, quicker jump for Belle. Let's hope it's more to everyone's liking. Here's what's new in RC5A59:
changedChanged player gravity to minimize "floaty" complaints.
addedChanged how double-jump works. Can now be executed at any point of the trajectory.
changedMinor platform tweaks across the map to eliminate close call jumps and just-out-of-reach ledges.
changedLowered some of the enemy HP early in the game to make them less annoying to take out with Belle's base shot.
addedAdded item name popups - the pickup names should be located at index $$371, otherwise default names are used.
  • Changed player gravity to minimize "floaty" complaints.

  • Changed how double-jump works. Can now be executed at any point of the trajectory.

  • Minor platform tweaks across the map to eliminate close call jumps and just-out-of-reach ledges.

  • Replaced player walk animation with a jog to make it look "faster".

  • Lowered some of the enemy HP early in the game to make them less annoying to take out with Belle's base shot.

  • Added item name popups - the pickup names should be located at index $$371, otherwise default names are used.

  • Made the Turbo mode the game default (thinking of locking the game to Turbo and removing the option in future updates. What do you think?)

  • Fixed up the 30 fps mode, as it's been falling by the wayside.

  • Increased frog sleep timer by one second. Might not be enough.

  • Fixed plant-shooter-platforms to spawn at consistent height.

  • Some changes to Sinclair's portrait and model. Added another state for him during end-game.

  • Fixed a bug with Bitterwarts, where her item collision could become picky.

  • Fixed Skelebro's AI, so he wouldn't jump onto platforms, or flicker when backed into a corner.

  • Added a few new sound effects.

I'd love to hear if the new physics make the game better or worse. You can currently switch to the old jumping physics by pressing I in the debug mode. Beta branch password is as usual nowheretorun

Source

Steam News / 17 October 2017

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