Le jeu détectera automatiquement le contrôleur utilisé. La Wiimote ou le pad GameCube sont les meilleurs choix.
Télécharger
Ce contenu est réservé aux membres. Connectez-vous ou inscrivez-vous gratuitement pour y accéder.
Image indisponible (supprimée par son hébergeur)
Changelog:
[tabs:1.2] - Lots of minor bug fixes, a sound effect improvement, and several animation improvements/adjustments
- All new Unlockable Story Chapters (and music, kinda)
- Thanks to Titmouse's improved sound libraries, the intro and victory music is now in High Quality Stereo.
- I converted all movement in the game to use floating-point precision, resulting in much smoother motion. Now as the levels get faster, they do so much more gradually, instead if in larger jumps as before.
- All levels re-balanced because of this. For example, previously level 2 had the enemies moving at two speeds: "fast" and "slow." Now they can move at 11 different speeds: "fast," "slow," and 9 incremental speeds in between those. Speeds on all other levels were also adjusted in various ways.
[tabs:1.1]Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still >:) I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
[tabs:1]Initial Release.
- All new Unlockable Story Chapters (and music, kinda)
- Thanks to Titmouse's improved sound libraries, the intro and victory music is now in High Quality Stereo.
- I converted all movement in the game to use floating-point precision, resulting in much smoother motion. Now as the levels get faster, they do so much more gradually, instead if in larger jumps as before.
- All levels re-balanced because of this. For example, previously level 2 had the enemies moving at two speeds: "fast" and "slow." Now they can move at 11 different speeds: "fast," "slow," and 9 incremental speeds in between those. Speeds on all other levels were also adjusted in various ways.
[tabs:1.1]Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still >:) I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
[tabs:1]Initial Release.
Source