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Post by katana on Dec 20, 2023 20:20:01 GMT -5
The platformer level bossfight was easy (it was hard)
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Post by Jayflight on Dec 20, 2023 20:29:18 GMT -5
Dash is kinda hard to read for me so I'm not gonna try it much for now lol. I'll have to pick and choose between new levels for this as well, plus my phone is having issues running things smoothly (no crashes yet though, and the icon kit isn't lagging weirdly unlike Steam, so I guess that's a plus). New editor is crazy, and I can't wait to start trying things out, but I want to go more slowly and smoothly into the learning curve of it all first. Might just download the editor guide on my laptop and get reading I'm having a ton of fun opening treasure room chests and buying from shops, but I feel like I went a little too crazy so once I'm able to save and load again I might just reload my final 2.1 save (if I don't make too much more progress) and be a little more deliberate so I can pace myself. Maybe open a chest a day or something.
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Post by Deleted on Dec 22, 2023 8:27:19 GMT -5
The new main level's really underwhelming, as expected. I don't think Explorers will be any better. I really like how optimized levels are now, it's probably the best part of the entire update. It's nice being able to run my most object-heavy level at full detail with a near perfect framerate, but that's where the optimizations end. The menus are really laggy for no reason whatsoever, it's like we sacrificed game lag for UI lag. The leaderboards lag a lot when loading placements, which is something that almost never happened to me on 2.1. The icon kit takes nearly half a second to load every page now because all(?) of the textures are no longer on a single sprite sheet. Sure, it makes editing icons easier, but at what cost? We've had community-created sheet splitters for years at this point and they did their job really well, why did Robert feel the need to mess everything up to add something that doesn't add anything to the overall gameplay experience? I'm all for adding features from fan-made projects into the game, but this one feels pointless. There's also a REALLY weird bug that makes levels completely impossible to open in the editor if I save and play/exit, unless if I upload them as unlisted and then edit a copy of it. I don't know if this affects everyone or if it's just an AMD-related issue like with the quests menu in 2.1. I think it only happens with levels that have 2.2 objects, but I could be wrong. It ruins my workflow because I use save and play a LOT, especially now more than ever because the editor automatically zooms in when playtesting for some reason?? I'm not used to it and I don't like it. Platformer movement is really slippery, I was playing that one medium demon platformer level and I genuinely thought the level had the toggleable ice physics enabled until I played another platformer level. 2.3 really needs a friction trigger. In terms of playable content, this update is incredibly underwhelming, but I'm really excited to see how people will push 2.2 to its limits in terms of making both God-awful abominations and masterpieces. The CS:GO MrBeast $1-vs.-$1,000,000 Mega Millions scratch-off 100-key treasure room chests were great, even if my demon key count plummeted from 360 to 0 within a few minutes. The unused cube (cube 261) from GD concept art that I've been using for over 2 years at this point also got added into the game, albeit with a gradient added onto it, so that's pretty cool.
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