Patch Notes 1.1.0


Platform Fighter Engine Full Release 1.1.0 - Patch Notes

Netcode

- Added the ability to spectate private lobby matches

- You can now have up to 8 member in an online lobby, with up to 4 players and the rest as spectators

- Further optimized game state saving & loading

- Added a simple chat feature with preset messages

Stages

- Added new music tracks

- Haven now has a special transformation when all players reach 1 stock, or when there is 1 minute left

- You can now set shaders that will apply to the entire screen similarly to the built-in day/night shader

Attacks

- General attack balance changes

- Added Sephiroth's Bair

- Added Sephiroth's Side B

- Added Chrom's Fsmash

- Added Bowser's Fair

- Added a new Dash Attack

Functionality

- Added support for detecting motion inputs

- Ledge tethers now use realistic physics

- You can now manually set the blastzone coordinates

- Added heavy armor

- Crouching now has weak heavy armor

- Added a setting to limit the number of times players can grab the ledge before touching the ground again

- Added a setting to prevent players from getting ledge invincibility after grabbing the ledge a certain number of times

- Added a setting to view hitbox trails

- You can now assign an array of sprites or animation arrays to the my_sprites map, and the game will randomly choose one every time that animation is set

- Added a new hit restriction, "combo only", where hitboxes can only hit opponents in hitstun

- Added "Local Frame Skip", so if the game is running under 60fps in local matches, it will try to run additional frames without drawing to catch back up

- Added a function "character_choose_random", which is used in every spot the game needs to pick a random character, and allows you to ban specific characters

- The palette system has been overhauled, and you can now dynamically change colors on a palette during gameplay

- Added the functions "entity_owner_change" and "hitbox_owner_change"

- Added the option to turn off the Shield + Attack input for grabbing

- Removed the option for setting the default input delay online. The default input delay is now determined by the ping when the online CSS starts

- You can now assign methods to UI instances, instead of being restricted to scripts

Fixes

- Fixed an issue where the input system was saving more data into the buffer than necessary

- Fixed an issue where players could walk while facing the wrong direction

- Fixed an issue where players could start smash attacks right after a ledge jump

- Fixed an issue where holding downwards on the frame that a player collided with a platform would cause the player to float on top of the platform without landing

- Fixed an issue where players could dash twice with a single flick if the dash length was low enough

- Fixed an issue where assigning an array of sprites to the my_sprites map would crash the game

- Fixed an issue where KOing players with C4 in a timed match with infinite stock would not give you any points

- Fixed an issue with camera shake rounding in "hit_vfx_style_create"

- Fixed an issue where players launched exactly into a corner would not collide with the corner

- Fixed a crash in online menus if the game received a packet with an unrecognized type

- Renamed all "fx" assets to "vfx", to avoid name collisions with the new functions in GMS2.3.6

- The left and right Ctrl keys now show up on the custom controls screen

- The "character_static_" macros now work properly when set individually

- Fixed a rare crash from "fspec_cloudburst"

- Grabbing now resets the target's invulnerability

- Shieldstun no longer stacks

- Players now always face away from the wall after wall teching

- "move_x_grounded" now checks the edge buffer properly once again

- Palettes with transparent colors now use the proper alpha in-game

Extra

- Added more subimages for slopes to use, which will increase collision accuracy

- Made it easier to perform a Reverse B

- Neutral Airdodge can no longer waveland snap

- The F4 debug overlay now shows a trail of the control stick's previous positions

- Renamed the "Techrolling" state to "Tech Rolling" so it fits the naming conventions

- Starting attacks no longer deletes the corresponding input from the input buffer

- The "length" entry in enums is now "LENGTH" so it won't be as confusing

- Setting the stock or time to 0 now displays an infinity sign

- In Timed matches with infinite Stock, each player's score is now displayed on the HUD

- The camera now shakes when players are hit into blocks and miss the tech

- Added a few statistics to the startup screen, such as total playtime and online wins

- The CPU can now wavedash

- The logo and startup animation have been slightly changed

Files

[Older Version] Platform Fighter Engine 1.1.0.yyz 236 MB
Nov 25, 2021
Platform Fighter Engine 1.1.0 - Demo.zip 22 MB
Nov 25, 2021

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