PATCH NOTES - APRIL 26, 2026

-FrogPrincess enemy implemented

-P2 parity confirmed

-Code audit + fixes (surface leaks, dead code, proportional layouts)

-UI polish pass (HUD, menus, round result, pause)

-Press Start 2P font

-Character select screen with 4 slots

-scr_get_char_data modular character system

-Input auto-detect + controller/keyboard selector

-No-controller popup for multiplayer

-oTransition duplicate bug fixed

-Room flow working correctly

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PATCH NOTES - APRIL 3, 2026

-Block from below reverted to one block at a time, enemies react accordingly

-Brake deceleration up from .52 to .33 (longer skid)

-Slight hang time hold when hitting a platform from below, approx half a second.

-Jumping from below on floor works now.

-More exaggerated bounce from above koopa

-Tuned enemy speeds to more fit original game (normal walking speeds slightly slower)

-New sprites implemented for P1, Lil Hog, Drain Hog, and coin. Coin sprite added to GUI as well.

-Enemy collision now excludes horizontal platform and POW collisions, so no sudden sharp turns

-P2 logic now mirrors P1 improvements

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PATCH NOTES - APRIL 2, 2026

- Much more permeable side collision with oBumpBlocks for P1 & P2.

- Shrunk Lil Sam and Drain Hog’s hitboxes by approximately 1/3 vertically to allow the player to jump over them in the lanes when they’re small or if they crouch-jump while big. This still needs work.

- Expanded oDrainHog stomp from above hitbox from +18 to +22, narrowed side hitbox from 12 to 10.

-Refined debug menu. Holding a direction now quickly scrolls through options after half-second, added draw hitboxes to the debug menu, removed redundant keyboard and player count options.

- Turned audio way down because it was annoying as all hell.

- Allow P1 to use keyboard or controller for single player, allow for two controllers for multiplayer as well as one player being able to select keyboard instead. 

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PATCH NOTES - MARCH 29, 2026

- Re-implemented Lil Hog aggro state from being hit from below in its flipped state

- Fixed Drain Hog’s collision

- Player invulnerability toggle in the debug menu now includes StarMan

- Fixed oEnemy sliding horizontally into the platforms when kicked into them

- Made BumpBlock’s platforms feel more malleable and less rigid by raising adjacent tiles by 2/3rds when a block is bumped.

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PATCH NOTES - MARCH 27, 2026

- Changed Lil Hog normal movement speed to 2.1 (from 2) and angry to 3.7 (from 3.5)

- Changed enemy spawn timer from 10 seconds to 5 (first spawn still occurs in 3 seconds)

- Changed coin and mushroom upward bump (when hit from below) from 3.5 to 5

- Refined screen wraparound to be much tighter, wrapping the player to the other side once they’re halfway off the screen. This is implemented with a Draw event that draws a “ghost” of the character on the opposite side of the screen from where the player exits the stage, then draws it into the frame in parallel. Implemented for P1, P2 (not tested yet), Lil Hog, Drain Hog.

- Lil Hog and Drain Hog’s hit-from-below window has been widened for better player responsiveness.

Future Planned Features

- Rename multiplayer to arcade and also allow for single player in this mode

- Player selection screen in multiplayer and single player, with a P1 and P2 square outlining said players menu position, then a more dramatic one for selection.

- Map selection in arcade mode

- Implement a tutorial of some sort to explain the basic rules of the game.

Stretch Goals

- Prepare single player mode for multi-stage campaign, involving enemy “bosses” who spawn enemies at you.

- Tetris attack style linear “pathway” between levels.

- Difficulty select that affects enemy speed and spawn rate.

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PATCH NOTES - MARCH 25, 2026

Movement & Controls

  • Improved player movement feel (less slippery, more responsive)
  • Increased jump height for more generous platforming
  • Added coyote time (jump slightly after leaving a ledge)
  • Added jump buffering (press jump early and it still triggers)
  • Refined variable jump height (tap vs hold)
  • Gameplay Feel
  • Stronger acceleration and braking for tighter control
  • Reduced excessive air drift
  • Improved overall responsiveness and consistency

Bug Fixes

  • Fixed unintended sliding when pressing against platforms
  • Fixed jump buffer not working correctly for Player 2
  • Fixed missing variables causing Player 2 crash
  • General stability improvements

Notes

  • Core systems are now stable and fully playable
  • Platform behavior remains unchanged for consistency (future updates planned)

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PATCH NOTES - MARCH 24, 2026

Build Update – Stability & Systems Pass

  • Fixed multiple crash issues related to enemy state handling
  • Improved performance and stability during long sessions (tested with 20+ enemies)
  • Reworked coin spawning so each defeated enemy reliably generates a coin
  • Fixed mushroom and StarMan spawn systems stopping over time
  • Improved enemy behavior consistency (movement, aggro, interactions)
  • Added fail-safe to prevent player getting stuck in walls
  • Cleaned up debug spawn tools for more consistent behavior
Updated 11 days ago
StatusIn development
PlatformsHTML5
AuthorMaushole Games
Made withGameMaker
ContentNo generative AI was used

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Last released version, in case something broke.

https://maushole.itch.io/dave-wars-march-24