⪻⪦ ᴄᴏᴍᴘᴀss Ⅲ: ᴠᴀɢᴀʙᴏɴᴅ ⪧⪼ Work in progress - Version 0.17.1.3 ⪻ NEW STUFF ⪼ Boss mechanics, more world map, improved music and sounds, lots of polishing & bugfixes. (The bossfight isn't done, but a lot of the systems are in place now, so it's ready for testing.) ⪻ PUBLIC WISHLIST (✓ = added, X = won't add) ⪼ ⪧ Sorting buttons for lore page ✓ ⪧ Breath puff particles (Closed for feature suggestions; please only report bugs or suggest quality of life improvements) ⪻ PERSONAL WISHLIST ⪼ ⪧ Expanded start cutscene ⪧ Ability flashbacks ⪧ 2 or 3 more notepads ✓ ⪧ Vagabond branching dialogue system ⪧ Vagabond pathfinding ✓ ⪧ Vagabond attacks ✓ ⪧ More Vagabond attacks ⪧ Finish level 6 ✓ ⪧ Bossfight music ✓ ⪧ Level 7 music ✓ ⪧ Menu music ⪧ Credits music ⪧ Fix music/intro sound mixing issues ✓ ⪻ BETTER PERFORMANCE / GRAPHICS ⪼ I highly recommend playing here for lower RAM usage and less lag: ⪧ https://turbowarp.org/1275955277?hqpen&clones=Infinity&offscreen&limitless ⪻ OP SAVECODE ⪼ Ḳ⁀k″¾0e]f"g«h’nὤoἲpἀqᾆrᾷsῡvͶwΙxϓyЇzПa69{Ó⌉’ƘƳȺɎa] (Lucas - Quick Silver class - 24 of all materials - All special items & lore logs unlocked) ⪻ CRAFTING GUIDE ⪼ ⪧ https://scratch.mit.edu/projects/1259763125/ (Middle-click to open in new tab) ⪻ EDITOR 0 - GAMEPLAY ⪼ ⪧ Use WASD to move, jump, & drop through platforms. ⪧ Press E to pick up items & retrieve lore. ⪧ Press F to open the inventory / logs / settings screen & use the buttons on top of the screen to swap menus. ⪧ After crafting a weapon, place it in a weapon slot to equip it. If you have 2 weapons equipped, swap between them using 1 & 2. ⪧ Click or hold LMB to shoot lasers, fire, explosives, grenades, lightning, penetrator rounds, or hotdogs. ⪧ Press Space for energy shield when unlocked. ⪧ Press W midair for mobility ability when unlocked. ⪧ Press E for special ability when unlocked. ⪧ Use the FPS toggle in the settings screen to show framerate. ⪻ EDITOR 1 - LEVEL EDITOR ⪼ ⪧ Pretty intuitive, just pick a tile, set the color, & draw using it. ⪧ M to pick tile color ⪧ N to pick tile type ⪧ F to pick tile color and type ⪧ Q for eraser/air tile ⪧ There is one color layer that the Tile & Decoration layers share, so keep that in mind while decorating. ⪧ Whichever layer you begin editing will continue as the target editing layer until you lift the mouse. (For example, erasing foreground tiles will not erase background tiles, and vice versa.) ⪻ EDITOR 2 - DEBUG / OPERATOR ⪼ ⪧ WASD to no-clip the character ⪧ Use "CAM Z" to zoom in/out ⪧ Use "TIME SCALE" to speed up or slow down time ⪧ Use "player speed" to change how fast you can run ⪧ Use "Character" to toggle the player skin ⪧ Use "Show Player Head" to toggle your helmet ⪧ Check the status variables to see your alliances ⪧ Check the AABBs to see effect volumes ⪧ Check the giant annoying arrows to see pathfinding ⪻ CREDITS ⪼ Music is from Electronic Gems on YouTube: ⪧ Artists: Axium Waves, Tape Arcade, Ogster & Afterift, Space Cassette, & Jinx ⪧ Tracks: "Just for a Moment," "Luna," "Atmos," "Dream Theory," & "Stay" Original music was made by me (): ⪧ Tracks: "Augment [I to VII]" & "String Theory" ⪧ Program used: FL Studio Producer Edition 2024 / '25 ⪧ Tile engine adapted from 's tile scrolling YouTube tutorial series; EXTREMELY heavily modified ⪧ Cloud & lightning PNGs from Bing Images ⪧ Vector Comfortaa font provided by ⪧ All in-game SFX from Pixabay ⪧ All menu SFX made by me using FL Studio ⪧ All other coding, art, & design by me Programs used: ⪧ Scratch ⪧ Scratch Addons ⪧ 's Project Minimizer tool ⪧ GIMP (for bitmap processing unavailable in Scratch) ⪧ Microsoft Copilot (for personal brainstorming) ⪧ YouTube to .mp3 conversion website ⪧ FL Studio Producer Edition 2024 / 2025 ⪻ SPECIAL THANKS ⪼ Team Star: ⪧ ⪧ ⪧ Team Ruby: ⪧ ⪧ ⪧ Friends / Biggest Fans: ⪧ ⪧ ⪧ ⪧ Sisters: ⪧ ⪧ ...& everyone else who playtested, contributed to the code, helped me learn things, or gave helpful feedback. You guys are awesome and I wouldn't have done this without your support.
For some reason I feel all this pressure to make my totally WIP game have not-boring updates. This update was really big, even if it doesn't seem like very much was added. I'm finding it hard to focus now that most of the "fun" stuff is done. In any case, have fun with the new boss mechanics! (Look inside to see how big the to-do list was) V0.17 - Added 3 basic boss attacks, added Pure Class boss to Hard mode, added a full boss pathfinding system (chooses a target, and either intelligently platforms or flies to it), added necessary base functionalities for the bossfight (shield health, health, stagger, etc.), made boss music ("String Theory"), said the word "boss" too many times in the changelog. Polished all original level music; it should be nicer to listen to now. Also polished the intro sound, player step sounds, and alien spike-firing sound. Finished mapping area 6 (Cloudy) with a short obstacle section and 3 arenas, began work on area 7 (Ash) with a new skybox and a sample area, and made the final level music ("Augment VII"). Added more detail to the parallax. Added a sorting button to the lore screen by request of @Ranger_07, and added 3 new lore entries: Notepads 4 and 5, and Old Log 12. Alongside all of this, I fixed and polished over 20 other bugs and issues. The loading screen also shows you what it's loading now. Also fixed level editor quirks. V0.17.1 - Major polishing on Vagabond and Sentinel behavior, minor graphical additions, added vegetation to the end of area 6. V0.17.1.1 - Added bushes to area 6, fixed a boss bug. V0.17.1.2 - Fixed 2 small bugs. V0.17.1.3 - Added a win condition™, fixed a savecode bug V0.16 - Fixed a bunch of bugs, polished some stuff, added the remaining console logs, wrote some more notepads, added a start cutscene, added dust and gravel particles for player movement and explosive projectiles, polished enemy spawning mechanics for more balanced difficulty, balanced some weapon properties, completely reworked player/boss animation system, polished existing animations, and added new animations (idle and fetal position), added 3 special secret weapons and their respective projectiles, added Polaris Converter equipment item (with a really cool Julia fractal conversion effect), buffed Cyan Ion player class, replaced menu arrows with helpful icons (settings = cog, inventory = slots, lore = book), heavily optimized the clone count of tile entities and fire-emitting projectiles, added a tutorial, completely rewrote Julia Polaris AI for higher intelligence and physics stability, fixed graphical rotation bugs with Polarises and Shells and added a spin-acceleration effect before firing spikes, added notification dots to the pause menu system, added new/better visual effects to MANY UI buttons (start menu buttons, lore screen buttons, menu selector buttons) and slightly polished some positioning, tweaked the map in various spots for a more cohesive look (also remade the temporary end of the level from last update), added "signs of conflict" decoration tiles, tweaked shield visuals, added a small effect to inventory slots when an item is held, fixed a game-breaking bug involving inventory logic, fixed a save/load issue that could misread logs and player abilities, made parallax mountains visible from higher up. V0.16.1 - Fixed an issue with the rotation of some aliens not being interpolated, fixed a small visual bug in the inventory, added a custom parallax color to level 6. V0.16.2 - Improved level 5's wind sound, fixed Julia Tangram projectile RNG, increased AoE range of Lightning Gun, changed music code slightly, provided an OP savecode for demo purposes, fixed Julia Polarises sometimes spawning inside the ground, reprogrammed parallax system to fix 2 visual bugs, edited the end of level 5 slightly to allow for easier movement in Julia class, and fixed special weapons respawning when loading a savecode that already obtained them. V0.16.3 - Remade shadow method to be significantly faster, but it doesn't affect FPS much. V0.16.3.1 - Tiny hotfix for a game-breaking oversight. ...Older changelogs available in older versions. (Description too long)