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Pyro Fighters

 
1.1.0 UpdateFeb 22, 2022 - Community AnnouncementsHi everyone. Pyro Fighters is finally getting a proper patch. Lots of QOL updates and a few new features. The core game hasn't changed a lot but it's a lot smoother to play through. //big stuff + QOL -NEW MECHANIC: hoverboot ^-hold A to hover, hover propels you upward without the need of firing down ^-firing downward works as-is, you can combine it with hover to gain altitude faster ^-flames act similarly to gun, but deals damage faster. it also kills bullets ^-overall, making movement less reliant on aiming the gun has improved game feel a lot -new options, scroll down in option mode. ^-proper fullscreen and vsync toggles ^-native resolution options (16:9, 4:3, 16:15) ^^-native 16:9 (changed from 427x240 to 426x240) ^^-native 4:3 mode (320x240) ^^-16:15 mode (256x240, NES resolution) (experimental) ^^-altered resolution DOES affect gameplay, 4:3 is most comfortable way to play ^-enable previously-scrapped mechanics (hoverboot, wall jump, grapplehook) ^-border art options for both vertical & horizontal orientations/resolutions ^-CPU players can be enabled (AI code is untouched from first trailer, this is mostly just for fun) ^-all settings save on exit -pause before title appears reduced by 2/3 -ondydev logo stays shorter and is skippable (press start) -elevator room is skippable (press start) -you now start with 10 lives by default instead of 5 -stage 1 theme updated to extended version used in OST //balance changes -player can shorthop much easier -enemies ^-assault ships fly in slightly sooner (scales to resolution) ^-enemies can't fire from behind the HUD anymore -level design ^-powerups/guns are much more common ^-hp restores are a little more common (2-3 per level) ^-some enemy patterns are more spread out ^-stage 4 has lower ceiling in bug section near end of level -the screen barrier ^-ceiling limit is 16px lower, so you are forced to stay onscreen now ^-you no longer automatically bounce down from the ceiling ^-you die off the left side of the screen sooner if you are stuck behind terrain (except in break rooms) -boss 1 has precise collision to match the animation -boss 1 fires bullets from its mouth again (was previously disabled??) -boss 1 death explosions don't hurt the player anymore -boss 2's scythes have slightly shorter collision boxes -boss 4 starts in center of room now -boss 4 room is 4 tiles shorter horizontally -boss 5 moves slightly slower, spit attack frequency slightly lowered -boss 6 camera stops sooner in 4:3/16:15 resolutions; boss is fought from left side only -boss 6 room has spikes above boss, can't hide in ceiling and deal damage (hoverboot made this too safe/easy) //bugfixes, etc -stuff that broke during gms1 -> gms2 transition ^-boss 4 (shock golem) shockwaves face left/right correctly again ^-fixed an issue where the final boss theme wouldnt play -lots of text has been adjusted to accommodate resolutions ^-intro text changes font in 16:15 res ^-breakroom text has been shortened to fit smaller resolutions //known ...