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Cash_Out is a randomly generated top down shooter with stealth and RPG elements. Build your character and raid buildings to have the biggest cash out.

Post news Report RSS Cash_Out Alpha 20 has been released!

An alpha update to Cash_Out has been released. This update focuses on changes to the mansion level.

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CASH OUT ALPHA 20
Cash_Out Alpha 020
PATCH NOTES

Cash_Out 20 has been released! This update really only contains two major fixes compared to most updates, though.

Mansion Level

The mansion level now has more room types! I've added 3 new room types for the mansion, the fish tank, pool table and poker table room types.


Along with that, the way that levels are generated has changed to add more variety. Previously, room types were split up into the themes. From that point the generator would pick a theme and apply that to the room. This didn't work very well. The poker room type only has one option right now. Right now this means there's a smaller chance of getting the poker table theme, but previously (since there was 5 themes), 20% of the rooms were poker table rooms. Along with that, the fish tank theme doesn't have corner options. This means if a corner room picks the fish tank theme, it would be empty. Now, rooms pick from a list of all the options that CAN spawn in it. This means that there is much more variety in level placement.

Frames Per Second and Game Speed Changes

I've always wanted Cash_Out to run at 60 FPS, but lack of optimization made it impossible. I've held it off until now, but it now runs at 60 FPS very smoothly! I've added the option to change from 30 to 120 FPS, and the ability to automatically adjust FPS. I've uploaded a video showing how smooth it is (I can't embed it, sorry).
Of course, this wasn't as easy as just pressing a button, and a lot of work was put into it. In GM:S, FPS is tied to game speed (which makes sense, the game speed just changes how many steps are done in a second) so I had to double the speed and halve everything in the game. This means at 60 FPS the player is moving at half speed in reality but the game is moving the player at double the rate. In order to remedy this, I've added scales to movement and timers, but many of the visual effects use exponential effects. It isn't easy to scale an exponential. As a result, many visual effects aren't adapted yet and will be next patch (I didn't want to delay any more, since these are just visual). In the future I'll be removing the auto adjust option, it is very buggy.

That's about it for this week, there are some smaller changes and additions, check the patch notes like always!

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