Beta Version 0.5.0


Collision Update - Part 1

- Added slopes!
- Created an instance bitflag system to replace inheritance based collisions
- Added a function "collision" that allows you to check for collisions in a variety of ways
- Added a function "move_out_of_blocks" which can be used if a player gets stuck in a block
- "move_y" now has an argument for dropping through blocks
- "move_x_bounce" and "move_y_bounce" have been condensed into a single script "move_bouncing"

Stages
- Added a larger version of the Campground stage
- Added a snowy stage, Peak

Attacks
- General balance changes
- Added a new short range grab attack
- Added new throw attacks
- Added Chrom's Up Air
- Added Joker's Side B
- Added Pichu's Down Smash
- Added Wario's Down Air
- Added Bayonetta's Forward Air
- Added Mario's Forward Smash
- Added Joker's Back Air
- Added Mario's Neutral Special
- Added Palutena's Neutral Air
- Added Pac-Man's Down Special
- Added an attack that makes players dizzy

Mechanics
- Added blinking platforms that switch on and off over time
- Added new AI types which make the CPU hold inwards or outwards when getting hit by attacks
- Added a new AI type which makes the CPU parry every attack when the shield type is set to "Ultimate"
- Added Brawl style airdodges and Ultimate style airdodges
- Added Smash style walljumps
- Added Ultimate style shielding and parrying
- Added a shield release state which is used by Melee and Ultimate shields
- Added more properties for windboxes
- Added Entities, which are non-player objects that can use hitboxes and hurtboxes
- Added the option to restore airdodges on hit

Functionality
- Added functions to set / get instance bitflags
- Added background scripts, which can be set to replace the draw event of background layers
- Added stage scripts, which can allow stages to run special code
- The functions checking if a hitbox has hit have more optional parameters
- Added a function to change the collision box of a player
- Projectiles now have a "knockback_state" property
- Detectboxes can now optionally call a script on hit
- Hurtboxes now store invulnerability rather than players
- Added options to control whether projectiles and entities are outlined or not
- Added scripts that make using palettes easier
- Added support for looping music on stages

Fixes
- Keyboard controls can now have keys for the Left stick and keys for the Right stick
- Fixed a bug where DI could be stronger when hit to the left
- "Standard_Airdodging", "Standard_Waveland", and "Standard_Techrolling' now use "move_grounded"
- Fixed a bug where the player's state name would be displayed incorrectly in debug mode
- All hitboxes store the direction they are facing now, which fixes bugs related to players turning around during an attack
- Minimizing the game window no longer causes the game surface to be resized incorrectly
- Players will now be snapped out of platforms properly when spawned
- Attacks now create hit FX when hitting an opponent with superarmor
- Fixed a memory leak where players wouldn't destory all nested lists in the collided list
- Detectboxes no longer register hits against KO'ed opponents
- Fixed an issue where Star KOs and Screen KOs could desync replays

Extra
- Added more hit FX styles to choose from
- The menus have more animations
- Added a replay selection menu
- Renamed / reorganized some parts of the project

Files

Platform Fighter Engine - Beta 0.5.0.yyz 19 MB
May 07, 2020
Platform Fighter Engine Demo - Beta 0.5.0.zip 6 MB
May 07, 2020
[Older Version] Platform Fighter Engine - Beta 0.4.0.yyz 14 MB
Feb 11, 2020

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