Drop Dead: Remains gets updated (to v1.2.12!)


Drop Dead: Remains (inside Drop Dead Collection) gets updated to v1.2.12. Here's what's new:


v1.2.12 (11-Mar-2023) "Round Wires"

- renamed ACTIVATE WHEN COUNTER HITS 0 trigger to ACTIVATE SLAVES WHEN ACTIVATED N TIMES for clarity

- added a new trigger (ACTIVATE WHEN TIME...), use these perhaps with the trigger ACTIVATE SLAVES

  WHEN ACTIVATED N TIMES

- added a new trigger (ACTIVATE WHEN COUNTER...)

- added a new trigger (ADJUST COUNTER)

- added a new trigger (SET TEXT TO COUNTER)

- added a new trigger (MERGE TEXTS) that merges texts in slave text boxes, if the text is "+HI" then

  "HI" is added, if the text is "---" then 3 last characters are removed, if the text is "!CLEAR" then

  the text is cleared

- added a new trigger (ACTIVATE IF TEXTS ARE THE SAME)

- added a new trigger (EDIT TEXT WITH A KEY PRESS)

- added a new trigger (TOGGLE HOTKEYS) which is useful with key press triggers

- fixed a memory leak that happened when moving objects that contained parts that used color modulation

  like many ragdoll characters

- moving level items with CRTL + arrow keys doesn't wake up colliding bodies any more

- added health modifiers to flies, killer fly-bee mutants, butterflies and fragile saws

- added new sprites (mostly for debugging purposes) to ACTIVATE trigger

- added sprite alpha multiplier to ACTIVATE and ACTIVATE WHEN A SLAVE OBJ TOUCHES THIS triggers

- ghosted triggers are not run any more so use ghosting to disable e.g., ACTIVATE WHEN KEY PRESSED and

  EDIT TEXT WITH A KEY PRESS triggers

- invulnerability potion protects now from bullets and gas

- triggers TARGET BOX and TARGET BALL said that SHIFT+W/S changed "sprite" -> renamed to "mode"

- Angel doesn't float after eating a mouldy bread and jumping

- when playing two different levels with two different BGM URLs the game now correctly loads the

  second level's music when the level starts

- invisible and ghosted cannons' cannonball counter is now invisible

- changed damage calculations so that when objects a and b collide a will cause damage to b with a's

  damagemultiplier and b will cause damage to a with b's damagemultiplier. this is more realistic

  as previously we just multiplied the damagemultipliers together and both objects got the same damage.

- adjusted killer fly-bees' and fragile saws' health, because it was used to compensate the accumulated

  damagemultiplier

- if a screen overlay trigger was activated at the start of the level then the level selection screen

  would have that overlay on top of everything -> fixed

- made Bill's sprites to be unique

More updates later...

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