Early Access version 78

These messages are generated in a low-level layer that has no concept of translations.

That’s their intent. They’re not here to be your friends after all.

But seriously, ever since regular chickens started turning their heads, blinking would require a lot more textures than it’s worth. Bosses are similar. They don’t need as many frames, but each frame is much larger. Again, not worth it.

3 Likes

Changed in v.79 :medal_sports: Idea

It appears for me :thinking:

No

No

Yes, but since the galaxy was regenerated so recently, I don’t want to make such drastic changes yet

I’m not going to make further health changes unless supported by a poll.

I found it consistently easy to dodge them if I move into one of the corners in anticipation of the attack, then move slightly inwards and upwards as soon as the chickens are launched.

Powerups are collected in the same order (priority) as they are spawned. Not worth the code to fix this.

Yes, it’s a little thing.

Changed in v.79 :medal_sports: Idea

No, you need to move significantly far away from the wormhole before your contacts can locate you again.

This has cascading consequences, so requires more work than I can spare right now. Perhaps later.

Ugh. The reason for this is actually very ugly, and is related to auto-fitting text withing columns. I’ve worked around this by making the column wider, but the problem will reappear once some scores exceed 100 billion.
Fixed in v.79 :medal_sports: Bug

This was done for a technical reason, and is not fixable.

I though this was fixed in v.70 (:bug: Fixed bleeding of “upgrade bar” squares in non-native resolutions), but apparently not completely
Fixed in v.79 :medal_sports: Bug

In what way?

Well, no, because you’re forced to kill them in order anyway.

Kind of fixed in v.79 :medal_sports: Idea

Possibly, but not right now. Added to list.

Yes. It is related to how movement is blended between the initial appearance and the repeated movement loop.

I’ve made it wider on all difficulties. Changed in v.79 :medal_sports: Idea

That already happens.

3 Likes

Ok I will make the poll for @TheGoldenBoss128

Should “Father Brain” be buffed 33% in health?
  • Yes
  • No
0 voters

Don’t forget this:

Reminder: Don’t give the medals to me. Give them to Akemisora and gabytzu

1 Like

father brain

4 Likes

You mean Father Brian right?
also no more buffing boss health unless it’s really necessary pls

2 Likes

imo if you think the boss is too easy buff the attacks not the helth

2 Likes

Can we debuff the space crabs because it way too devastating to fight it

what attributes? attacks, health or sth like that?, this is applied to DT (double team) only right?

1 Like

Health obviously, and attack speed

here’s a better idea
why not make the feather brain go to the middle and make an X mark shooting and he spins it
don’t take my idea
it’s my raw idea ffs

2 Likes

Actually the health buff was applied before double team implemented

IA make sure you check this.

or just maybe put an option to enable it from the very first time you start the game

Cowards don’t appear in Grids, do they? But I changed the rest. Changed in v.79 :medal_sports: Idea

Well, not red. But I’ll try yellow. Changed in v.79 :medal_sports: Idea

Ok, will add some yellow to that, too. Changed in v.79 :medal_sports: Idea

Big explosions also clear the screen of all projectiles, so it’ mostly a question of newly spawned projectiles after the explosion. Although I could raise all projectiles to be above explosions, that will also make them appear above all enemies, and that would look very ugly (especially during spawning, projectiles would appear suddently and overlap the enemy. So it’s not an easy solution.

Meh, dunno. Some moms are indeed short :wink:

Will take care of it.

That’s what the hint is for

7 Likes

mama fat joke appears

1 Like

make Gameplay options shows up at the very first time you open the game (much like how the older ci game tell you to type the name in the begining), so players doesn’t get confused on why the satelites are firing, how to lower explosive effects and stuff.

Tbh, toxics need more rework than that. Aside from the problem of camouflaging projectiles, the transition from regular space background to the toxic cloud is too smooth and it is somewhat difficult to judge where the hitbox of the toxic cloud starts and where it ends. So I’d recommend adding a visual element that makes it easier to discern the hitbox of the toxic clouds.

Lastly, the coyote time should be increased to 1.5-2.5 seconds or however long it takes for a stock BX-9 to cross the area of a toxic cloud. Right now, while it might be possible for regular fighters to cross the toxic cloud, with massive environment and/or bombers it becomes nearly impossible for all but the most skilled of players in waves like Corridor Shooter and On the Radar.

2 Likes

ur mama so fat

2 Likes


An idea:
What if engine fire damaged the chickens?

3 Likes