Patch Notes 0.6.0
BETA VERSION 0.6.0 -
Menu Update
- There's a brand new character select screen!
- Added a stage select screen!
- Added a UI framework that can be used to make more menu screens
Collision Update - Part 2
- Added moving solid blocks and moving platforms
- Added Jostle
- Added new stages
Attacks
- General balance changes / fixes
- Renamed multiple attacks (see the changelist for the specifics)
- Added Snake's Dspec
- Added Chrom's Jab
- Added Link's Nspec
- Added Falcon's Utilt
- Added Ryu's Dtilt
- Added Ryu's Uspec
- Added Zero Suit Samus' Dspec
- Added Captain Falcon's Utilt
- Added Ganondorf's Fspec
- Added Game & Watch's Dsmash
- Added Ridley's Fair
- Added Min Min's Ftilt
- Added Buster Wolf
- Added Dr. Mario's Fair
- Added Sheik's Fspec (Chain)
- Added Cloud's Fair
- Added Marth's Utilt
- Added Corrin's Fspec
- Added an original Fspec, Cloudburst
Mechanics
- Added Shield Pushback
- Added Balloon Knockback
Functionality
- Added a player property to allow multiple airdodges
- "create_entity" now has an optional argument for the layer to create the entity on
- Added the macro "tech_buffer_before_hitstun", which controls if players can buffer a tech before hitstun starts or not
- Added a macro DI_correction_max. If you set this to a number higher than zero, the game will check "snap" players' DI to the maximum DI in either direction if they are close enough to the actual angle
- Added the option to show launch trajectories
- Added the option to show if attacks are a true combo
- Added a script "command_grab" that allows a player to grab a single opponent during an attack
- You can now change the volume of music and sound effects on the stage select screen
- Custom controls can now be set for keyboards from the character select screen
- Players can now choose special control settings to use, such as Tap Jump
- Added jump_horizontal_accel and double_jump_horizontal_accel to control how much players can change their speeds when jumping
Fixes
- All stages now use the same layer names for required layers
- Fixed an issue where moves with zero knockback would apply the knockback of the last move that hit the opponent
- Character select screen background is no longer 1 pixel too small on the edges
- AI no longer requires an instance of obj_solid to be in the room
- Fire Hydrants now store the owner's palette_sprite and player_color in instance variables, which fixes a crash that would happen when two hydrants collided
- The camera should no longer go out of the boundaries due to camera shake
- Fixed an issue where you could sometimes tech attacks with very weak upwards knockback on the ground
- Fixed an issue where animations would not be set correctly for certain states
- Fixed an issue where magnetbox hit FX would not be draw at the correct angle
- Fixed multiple issues related to teching
- Hitbox lifetime is no longer 1 frame longer than it is set to. As a result, all hitboxes in premade attacks now have different lifetimes
- Fixed an animation issue where animations wouldn't stop sometimes
- Fixed a few issues related to hurtbox sprites
- The tech buffer is now reset after a successful tech so you can tech multihits
- Fixed an issue where holding the control stick up or down when double jumping would change the horizontal speed
- Fixed an issue where dropping shield would take 1 frame longer than it should
- Invulnerability no longer wears off while in hitlag
Extra
- Renamed many resources and variables to be more consistent (check the changelist for more details)
- Added the scripts Input_Press and Input_Hold to make working with CPU_Input easier
- Default drift DI acceleration changed from 0.2 to 0.15
- All "_frame" and "_phase" variables for obj_player have been changed to just be "state_frame" or "state_phase"
- Added more visual effects
- Added a new CPU type that always airdodges after hitstun ends
- Added a new CPU type that DI's in a random direction on every attack
- Added the option to have attacks display damage numbers on hit
- All states now check actions in a similar order
Coming Soon...
- Team Battles
- Playtesting
- Main Menu
- Reworked Win Screen
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 1.4.448 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
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