Patch Notes 1.0.0
Platform Fighter Engine Full Release 1.0.0 - Patch Notes
Rollback Netcode!
- Added two online modes: Quickplay (random matchmaking) and Private Lobbies
- Normal gameplay, CPUs, Replays, and Online matches now all use the same optimized input system
- You will need to host your own public matchmaking server to make full use of the online functionality
Characters
- Added a heavy character: Scalar
- It has entirely unique animations, a larger hurtbox, and all new moves
- Added new sprites, attacks, colors, and taunts for existing characters
Documentation
- Added a short description comment at the top of most scripts and in the Create Event of most objects
- All script arguments now have comments that explain the purpose and the expected data type
- These comments can be accessed from the documentation section of the Platform Fighter Engine website (https://springrollgames.github.io/#/docs)
- There are now a few tutorials on the website, with more to come in the future (https://springrollgames.github.io/#/tutorials)
Stages
- Added more stage art and music
- General layout and blastzone changes
- The ledge direction is now based on which way the ledge sprite is facing in the room
- Stages can now have tint colors that will be applied to players
Reworked Hurtbox System
- Added support for creating temporary hurtboxes during attacks
- This opens up new possibilities for attacks, such as attacks with shields or attacks with specific weak points
- Added a two new hurtbox invulnerability types - "deactivate" (similar to superarmor, but the hurtbox owner will not take any damage), and "reflector"
- Added shield poking (and the option to disable shield poking)
- Adjusted shield sizes to better cover character's hurtboxes
Attacks
- General balance changes and animation updates
- Added/fixed precise hurtboxes for multiple moves
- Added Homing Attack
- Added Laser Turret (fspec1)
- Added Magnet Zone (dspec1)
- Added Hadoken
- Added a new Up Tilt for Blocky
- Added a new Nair for Polygon
- Added a new Up Tilt for Polygon
- Added Scalar's entire moveset
Functionality
- Added Teams (and Team Attack)
- Added a setting for Ledge Hogging
- Characters can now be assigned a "draw_script" which will override the default draw
- Characters can also be assigned an "overhead_script" which will draw at the same time overhead elements are drawn
- Added the options to display player name and damage overhead
- Replaced the hitbox "priority" variable with the "check_first" variable, which determines if the hitbox gets checked before other hitboxes or not
- You can now set a limit to the number of times an attack can be used
- Added a "magnet_speed" property for magnetboxes that controls how fast targets are moved to the magnet coordinates
- Added more hitstun formulas, and changed the default hitstun formula to scale with the target's damage
- Added a "custom_shield_damage" property for hitboxes
- Added a regrab timer to prevent chain grabs
- Player states now have "start", "normal", and "stop" phases to replace putting unique state code in "state_set"
- Added the macro camera_enable_rounding, which determines if the camera coordinates are rounded or not
- Added two new attack cancel scripts, "cancel_dash_check" and "cancel_any_action_check"
- Added support for Dpad movement
- You can now make hitboxes only hit grounded opponents, or only hit aerial opponents
- Added support for loading values from a file during gameplay, to speed up development
- Added a proper combo counter
- Added the function switch_character to allow changing characters during gameplay
- Added hitbox on-hit scripts
Fixes
- Fixed an issue where the player with the most damage would win when the time ran out, instead of the player with the least damage
- Fixed an issue where the stamina on the character select screen would not be set correctly after playing a match
- Fixed an issue where the game would try to play sound effects that didn't exist for certain moves
- Fixed an issue where players could end up off the ground when moving up slopes
- Fixed an issue where vertical knockback would be negated if a player was standing on two or more moving blocks that were moving downwards
- Fixed an issue where dropping through a downwards moving platform could result in the player staying on top of the platform while still being in the aerial state
- Fixed an issue where if players were hit by a windbox while running they would slide backwards until they stopped running
- Fixed an issue where characters with different collision boxes than normal would not spawn on top of platforms correctly
- Fixed an issue where when two players grabbed at the same time, one player would get the grab based on port priority. Now, both players will enter the grab release lag
- Fixed an issue where if a player grabbed another player, they would not be knocked back by any attacks on that frame. Players hit on the same frame as they grab will now take knockback, and the grabbed player will be immediately released
- Fixed an issue where command grabs could grab multiple players at the same time
- Fixed an issue where you could not ASDI out of jab_rapid if you were on the ground when initially hit
- CPUs can no longer target dead players
- All types of collision boxes now always drawn with the correct color
- Fixed a memory leak in time-only matches
- Attack scripts can no longer be called when the player isn't currently attacking
- You can no longer start the match when another player is still selecting a character
- Player damage is no longer shown on the HUD for knocked out/lost players
- All stages now properly have 8 respawn platforms
- Checking for held inputs now defaults to only checking the current frame, instead of checking the current frame and 1 frame back
- Fixed multiple issues with "stick_find_frame" and "stick_check":
- The spd and dist arguments are now used properly within the functions
- All frames of the buffer are now checked when single_frame is false, instead of missing the last frame
- Checking for tilts and flicks now works properly
- Players can now grab a ledge when moving upwards during a jump
- The teching state now properly ends in the Aerial state if the player is not on the ground
- The optional argument of "attack_set_cooldown" now works correctly
- "anim_alpha" now works as intended
- ASDI is no longer affected by how far the control stick is tilted in a direction; players will always move the maximum distance
- The "action lines" visual effect can no longer stack
- Hitboxes can no longer be created at non-integer coordinates
- Players who choose a random character can no longer spawn with the same color
- Players now always face the correct direction during tech rolls
- Knockback trail clouds now darken properly when the final blow effect occurs
- check_blastzones now checks if the player's bounding box is completely outside of the blastzones, instead of checking if it was touching the edges of the blastzones
- Attempting to start an attack that is on cooldown during another attack no longer sets the player back to the idle state - the player instead continues their attack
- You can no longer turn around by using a special attack that is on cooldown or has zero uses left
- Games with unlimited stock, time, and stamina will no longer attempt to record inputs for replays
- Tethering to the ledge now goes through platforms, instead of getting stuck on platforms and then snapping to the ledge at the end of the animation
- Crouching now changes the player's hurtbox immediately instead of being 1 frame late
Extra
- Characters can now have more than 8 palettes
- You can now set multiple keys for each input when customizing the keyboard controls
- Airdodging at the ledge will now snap you onto the stage if you are close enough to the top
- Added the functions "anim_calculate_speed" and "anim_calculate_length" to make coding animations easier
- The default keyboard controls now use WASD. Additionally, a default profile has been added that uses the Arrow Keys
- Reworked the Profile system to be easier to understand and modify. PLEASE NOTE: If you have an old profiles.sav file from a previous version in the app data directory, it will be deleted
- Added Performance Mode, which turns off visual effects to help the game run more smoothly
- Added fullscreen support from the options menu
- You can now quit out of replays
- Added sound effects to all menus
- CPUs have been slightly improved
- The offscreen view (magnifying glass) now has a clipping mask for the player's sprite, and draws over all visual effects
- Screen KOs now cause the screen to shake when the character hits the screen
- Wall jumping off downward angled slopes is easier and more consistent now
- Reworked palette functions and variable names to be easier to understand
- Hitting a shield now plays the universal "shield_hit_sound" instead of the specific sound of the hitbox
- Launch trajectories now take drift DI into account
- Character names are now displayed on the HUD
- All players in the match are now shown on the results screen
- Added the option to disable all shaders
- Added a green screen mode
- The default resolution is now 960x540 instead of 960x544
- Platform Fighter Engine is NO LONGER provided under the MIT license. The new license can be read on our website (https://springrollgames.github.io/#/about), or in the LICENSE.txt file
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
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