Patch Notes 0.7.0


BETA VERSION 0.7.0 -


Project Updated to GMS2.3
- The project has been fully reorganized to use the new features of the GMS2.3 asset browser
- All global variables have been replaced with either static getter functions or static struct functions
- MACROS has been split into three separate scripts: Game_Settings, Engine_Settings, and Enums
- Large-scale renaming to ensure everything follows the same naming convention
- Sprites have been reorganized into different texture groups

Attacks
- General attack balancing changes and animation updates
- Added Luigi's Up Air
- Added Dr. Mario's Up Air
- Added Snake's Down Air
- Added Mewtwo's Forward Throw
- Added Greninja's Up Smash
- Added Falco's Down Air
- Added Mewtwo's Dash Attack
- Added Robin's Down Special
- Added Steve's Neutral Special
- Added a new Up Throw

Functionality
- Added support for custom knockback formulas per hitbox
- Added the variable grab_hold_enabled and the function grab_snap_move to allow greater control over how grabs work
- Players now turn around when hit by attacks based on the knockback angle of the attack instead of based on which side of the attacker they are on
- You can now toggle the visibility of hitboxes, hurtboxes, collision boxes, and launch trajectories during a game, as long as debug mode is on

Fixes
- Fixed an issue where certain animations would crash the game
- Fixed an issue where state_set would set the player's sprite to an array instead of a sprite for the aerial state
- Fixed an issue where on_plat was checking for collisions with all blocks instead of just platforms
- Fixed an issue where platform_check_type 0 would crash the game
- Fixed an issue where projectiles would crash when using certain angle flippers
- Fixed an issue where the game would sometimes crash when quitting a match if there were any active hitboxes
- Fixed an issue where changing certain keyboard controls would crash the game
- Fixed an issue where superarmor didn't work after being already hit
- Fixed an issue where a hydrant would sometimes crash the game after being hit by a C4
- Fixed an issue where using a dedicated Walk button would desync replays
- Fixed an issue where windboxes would add the same player ID to a hitbox group repeatedly if set to multihit
- Fixed an issue where the left arrow key would always have priority over the right arrow key. Now, if you press both at the same time, it counts as not pressing either direction
- Fixed an issue where dash dancing would not work if the inputs were too fast
- Fixed an issue where jumpsquat would take much longer than normal if done on the same frame as a dash turnaround
- Fixed an issue where a buffered roll would go in the current direction of the control stick rather than the direction at the time of the flick
- move_grounded_x no longer causes lag spikes
- The short hop window is no longer 1 frame smaller than the jumpsquat time
- Stick value caching now reuses arrays, fixing a garbage collector lag spike
- Hitboxes' drawing angle no longer tries to take angle flippers into account
- fair_samus now works the same no matter which way the player is facing
- fspec_corrin and nair_dedede now correctly use precise-per-frame collision checking
- Wall jumps that happen after a wall cling now properly create the wall jump visual effect
- dspec_c4 can no longer stick to invincible opponents
- Fixed a small memory leak with the game_surface
- The run button now switches between the run and walk based on the control stick run/walk settings
- The grounded_angle for projectiles now works properly
- Players can no longer tech weak hitboxes with the sakurai angle flipper
- Collision dust is now always created properly when players miss techs
- dspec_hydrant can no longer spawn inside walls and get stuck
- Grabbed players are now moved by the player grabbing them instead of moving themselves. This fixes a few inconsistencies related to port priority
- The hydrant and C4 can now move horizontally with moving platforms
- The replay list no longer crashes the game when you have zero replays

Extra
- assert functions and the only_one function have been added to multiple parts of the project to help catch errors
- Added the game setting daynight_cycle_outline_change that allows the game to change the color of outlines to make players more visible during the night
- Players can no longer be ledge trumped until after the minimum ledge hang time - Added more debugging tools
- The engine now has a loading screen before a match starts that prefetches textures, reducing mid-match stutters
- Attack draw scripts are now set in the start phase of the attack script instead of on the character init script
- Many of the different HIT_FX styles have been remade
- Removed hitbox_set_property and the HITBOX_PROPERTY enum (All hitbox variables must be set using the dot operator)
- The run turnaround state now ends in the dash state instead of the run state, making dash dancing easier
- Updated most of the older animations, and added unique entrance animations for each character

Files

Platform Fighter Engine - Beta 0.7.0.yyz 21 MB
Mar 02, 2021
Platform Fighter Engine Demo - Beta 0.7.0.zip 7 MB
Mar 02, 2021

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