Beta Version 0.4.0
Animation Update
- You can now define animation speed, scale, angle, etc. per state for each character
- If you give a state an array of sprites, the game will randomly choose on the sprites to use when the character enters the state
- You can now link multiple animations together in an animation chain, and the player will move to the next animation in the chain when their current animation is done
- Jumping sprites have been divided into rising / midair / falling / fastfalling
- Added in wall and ceiling tech animations
Replays
- Press X on the win screen to save a replay
- You can watch replays from the character select screen
Attacks
- Added Sheik's Down Special, Bouncing Fish
- Added a new forward throw, fthrow_spin
- fsmash_ganon now has the correct startup length
- Samus' Forward Aerial connects better
Mechanics
- Wall Clinging
- You can now grab while shielding by pressing attack
- Added the option to perform smash attacks by flicking the stick and pressing attack
- Knockdown time no longer uses hard_landing_lag as the base time. Instead, it now uses a knockdown_lag_multiplier on the remaining hitstun
Functionality
- States are now stored per-character
- Added the script fx_create_colored() which creates VFX using the player's palette
- Added the script Player_Move_To_Back() to go along with Player_Move_To_Front()
- You can now assign an array of hit FX to a hitbox, and it will play all of the FX at once
- attack_stop() will now end in either idle or aerial if no state is given
- Added the script attack_stop_preserve_state() which does not change the player's state
- attack_has_hit() now has an optional argument for counting blocked hits or not (shielded or parried)
- Characters now have a hud_script, which can be used to draw HUD elements such as gauges
Fixes
- The winner is now chosen randomly when there is a tie instead of the game continuing with no players
- Fixed an issue where a tap jump would buffer a double jump
- Fixed a bug where player could have 1 more frame of invulnerability than their opponent based on player number
- friction_gravity() now works correctly if no gravity is given
- check_blastzones() no longer mixes up the upper blastzone check with the other checks
- Fixed multiple issues with camera zooming
- Calling die() while inside the blastzones will no longer create the large KO explosion
- check_ledge_grab_falling() now properly returns a value
- rm_Campground now has the correct number of respawn platforms
- Grab positions are now continuously recalculated
- Fixed a bug where players couldn't change profile properly
Extra
- Added more hit FX styles to choose from
- Reorganized scripts
- The menu controls are smoother
- Keyboard controls!
Files
Get Platform Fighter Engine
Platform Fighter Engine
Make your own Platform Fighter in GameMaker!
Status | Released |
Category | Other |
Author | Springroll Games |
Genre | Fighting, Platformer |
Tags | 2D, Game engine, GameMaker, gms2, platform-fighter, smash-bros |
Languages | English |
Accessibility | Configurable controls |
More posts
- Patch Notes 1.4.485 days ago
- Patch Notes 1.4.3May 29, 2024
- 1.4.2 Small UpdateOct 16, 2023
- Fixing the "stage_data_get" crashSep 22, 2023
- Patch Notes 1.4.2Sep 15, 2023
- Hotfix 1.4.1 Patch NotesAug 11, 2023
- Patch Notes 1.4.1Jul 31, 2023
- Patch Notes 1.4.0Mar 21, 2023
- 1.3.4 HotfixJan 16, 2023
- Fix for Powershielding (1.3.3+)Jan 07, 2023
Comments
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Hello, the engine is very good.
I would like to know if the engine has a 2 player local setting?
If not, will it be easy to implement one?
Think you very much!
Have a nice day!
You can play with up to 8 players locally provided you have enough controllers. Only 1 player can be on the keyboard.
oh wooooowww!!!
You are awesome