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
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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