⪻⪦ ᴄᴏᴍᴘᴀss Ⅲ: ᴠᴀɢᴀʙᴏɴᴅ ⪧⪼ Pre-Release 31,415.9+ blocks of code! Development began Dec. 7, 2024 ⪻ CRAFTING GUIDE ⪼ https://scratch.mit.edu/projects/1259763125/ (Middle-click to open in new tab) ⪻ BETTER PERFORMANCE / GRAPHICS ⪼ I highly recommend playing here for lower RAM usage and less lag: ⪧ https://turbowarp.org/1279659964?hqpen&clones=Infinity&offscreen&limitless ⪻ OP SAVECODE ⪼ Ḳ⁀k″¾0e]f"g«h’nὤoἲpἀqᾆrᾷsῡvͶwΙxϓyЇzПa69{Ó⌉’ƘƳȺɎa] (Lucas - Quick Silver class - 24 of all materials - All special items & lore logs unlocked) ⪻ OFFICIAL WIKI ⪼ https://compass.fandom.com/wiki/Compass_III:_Vagabond ⪻ WORK LEFT TO DO ⪼ ⪧ Expanded start cutscene ✓ ⪧ Ability flashbacks (1/2) ⪧ Escape sequence ✓ ⪧ Final notepad ✓ ⪧ Vagabond branching dialogue system ⪧ All Vagabond dialogue ⪧ All Vagabond attacks ⪧ Level 7 ✓ ⪧ Menu music ✓ ⪧ Credits music ✓ ⪧ Becoming a real man ✓ ⪧ Ultimate Power ✓ ⪧ Easter egg 3 ⪻ EDITOR 0 - GAMEPLAY ⪼ ⪧ Use WASD to move, jump, & drop through platforms. ⪧ Press E to pick up items & retrieve lore. ⪧ Press F to open the inventory / logs / settings screen & use the buttons on top of the screen to swap menus. ⪧ After crafting a weapon, place it in a weapon slot to equip it. If you have 2 weapons equipped, swap between them using 1 & 2. ⪧ Click or hold LMB to shoot lasers, fire, explosives, grenades, lightning, penetrator rounds, or hotdogs. ⪧ Press Space for energy shield when unlocked. ⪧ Press W midair for mobility ability when unlocked. ⪧ Press E for special ability when unlocked. ⪧ Use the FPS toggle in the settings screen to show framerate. ⪻ EDITOR 1 - LEVEL EDITOR ⪼ ⪧ Pretty intuitive, just pick a tile, set the color, & draw using it. ⪧ M to pick tile color ⪧ N to pick tile type ⪧ F to pick tile color and type ⪧ Q for eraser/air tile ⪧ There is one color layer that the Tile & Decoration layers share, so keep that in mind while decorating. ⪧ Whichever layer you begin editing will continue as the target editing layer until you lift the mouse. (For example, erasing foreground tiles will not erase background tiles, and vice versa.) ⪻ EDITOR 2 - DEBUG / OPERATOR ⪼ ⪧ WASD to no-clip the character ⪧ Use "CAM Z" to zoom in/out ⪧ Use "TIME SCALE" to speed up or slow down time ⪧ Use "player speed" to change how fast you can run ⪧ Use "Character" to toggle the player skin ⪧ Use "Show Player Head" to toggle your helmet ⪧ Check the status variables to see your alliances ⪧ Check the AABBs to see effect volumes I can't put any credits here because the filter
⚠️ ⪻ FULL RELEASE ⪼ ⚠️ This game is out now! Play the full release here: https://scratch.mit.edu/projects/1374113303/ PR10 - Added 3 new boss attacks, polished some AI, added another scene to the ending cutscene, added cracked concrete wall tile, fixed a few bugs with the boss (boss can now be molotov'd, and hopefully won't phase through walls if wavebladed), added a death animation to the boss in Julia Class, added a synthwave end credits song ("Eclipse" by Tape Arcade), added a Julia-Class Old Log 13, replaced my old F5 intro with my new CSF5 one, and spent a month recovering from the headache that was PR9. PR10.1 - Fixed 8+3(?) bugs. PR9 - Added vegetation to area 7, added dynamic boss arena behavior, fixed a few boss bugs, added a return path from mid-level 7 to before the arena in level 6, polished a couple tiny art things, polished boss shield behavior, added a boss HP and shield bar. Player head now follows the mouse and has some special costumes and what have you. PR9.1 - (Hopefully) fixed a bug where the boss could change Class when reloading a save. PR8 - Made the Log 6 cave deeper and added a new lab. There's a console with Log 13 (real nice and crunchy with lore), and there's a new Log 6. Log 13 doesn't have a Julia Class variation yet. PR7 - Added 2 new cutscenes (mobility ability, end sequence) and added the final OST track, "Gradient II". Fixed a few bugs and . PR7.1 - Fixed some sound and cutscene errors, added a loading bar for when the start cutscene is being cached into RAM. PR7.2 - Fixed a few oversights and bugs. PR6 - Got distracted and cleaned up the code of every sprite except the boss and enemies. I meant to make it so that the shield wouldn't render behind tile entities, but I didn't get around to that. PR6.1 - Added variation to the moldy wall tiles and made them more subtle. Also began work on turning the shuttle at the end into a tile entity and stuff. PR5 - Mostly did some sound stuff, but I also made a new song; "Gradient", which plays in the start menu if you pick the Ambient OST option after the intro. PR5.1 - More sound polishing: refined Gradient, altered the harmonies of some menu buttons, smoothed the start cutscene class sounds and buildup sound, and added EQ and reverb to the rain sounds in areas 2 and 3. Also fixed a few minor issues elsewhere and added some decorative weathering to all the labs. PR4 - Finished mapping Ash area, fixed a couple bugs, realized the boss AI totally SUCKS so I need to update that next time. PR4.1 - Polished a few loading-related things. PR4.2 - Fixed a few major bugs with the boss AI, and made stuck detection/resolution more robust. PR4.3 - Fixed some bugs introduced in the previous updates. PR3 - Started mapping Ash area (which is giving me flashbacks to level 6 of C:WW lol) and fixed an absurdly rare bug that should never happen, but it did, so now it doesn't. Also made the heavenly opera half as loud and changed enemy spawning progression. PR3.1 - Made Ash area Julia compatible. PR3.2 - Various hotfixes and polishing related to loading, offscreen behaviors, and Turbowarp. PR3.2.1 - Fixed the game never ever ever loading. PR2 - Added THE ULTIMATE POWER. PR2.1 - Fixed a bug with the ULTIMATE POWER and made it so that duplicate accessories don't appear if you already have one (to avoid confusion involving "buff stacking", which is not a feature). PR2.2 - Fixed a couple bugs and added a "damage numbers" particle. PR1 - Added a new scene to the start cutscene, added (hopefully) helpful slot highlights to inventory items, fixed and polished a bunch of small things, fixed some bugs with the boss AI, added the ability to become a real man. All of these were a spaghetti headache to make, but hey, they're all fun. Also changed dash mechanics to always do a double jump. Changelogs for V0.1 to V0.17.1.3 available in older versions.