Patch Notes 1.2.0


Platform Fighter Engine Full Release 1.2.0 - Patch Notes

Items

- Added basic support for items, with a few example items:

    - Explosive Box: A box that acts as a platform, and explodes on hit

    - Flip Field: A field that heals or damages players, and changes every time it is hit

    - Rock: A solid rock that can be picked up and thrown around

    - Ball: A ball that can be thrown around and bounces off players

    - Bat: A slow but extremely powerful item

- You can adjust item spawn rates in "Game_Settings" and "item_spawn_script"

- Item spawn zones have been added to every stage

Characters & Stages

- Added the 5th character, Radian

- It has a brand-new moveset, and shares animations with the other small characters

- The Clouds stage has a new layout and new sprites

Attacks

- General attack balance changes

- Fixed the hurtboxes on some attacks

- Added Power Geyser

- Added Clairen's Fair

- Added Radian's entire moveset

Functionality

- Added the option for clip saving, which stores the last few seconds of gameplay during local matches and allows you to save GIFs from the pause menu

- The replay menu now displays metadata from the selected replay, including total length, match settings, stage, and players

- You can fast forward and rewind when watching replays

- You can change the match settings on the Private Lobby screen

- You can assign character-specific CPU input scripts

- Added a toggle for offscreen radar from Ultimate

- Added settings for the scale of sprite on the CSS, HUD, and win screen

- Added a new CPU type "Shield Hold" that holds shield as long as you are attacking

- You can set custom scripts for hit VFX creation

- Added a new hit restriction "ledge_only" that makes hitboxes only hit players hanging on the ledge

- Added the option to end players' respawn invincibility after attacking once

- Added the option to prevent players from airdodging upwards out of jumpsquat

- Added moonwalking, which can be enabled in "Game_Settings"

- "switch_character" no longer forces the character to change back to the Idle state

- Added a new callback system that allows you to assign multiple scripts to a variable to be called by the engine later

    - The passive, HUD, and overhead scripts now use the callback system

    - The "attack_draw_script" has been replaced with "draw_begin_callback" and "draw_end_callback", which can also be used outside of attacks

- Added the in-game option to use stereo sound effects

Fixes

- Fixed an issue with "move_bouncing" where the player could get stuck on surfaces

- Fixed multiple interactions with moving blocks and slopes

- "switch_character" now destroys the player's previous hurtbox, so it doesn't create infinite hurtboxes

- Palette shaders now work on HTML5 / Opera GX exports

- Fixed a LOT of HTML5 specific crashes and bugs

- The game no longer infinitely loops if there are more players than possible colors in the palette

- Fixed an issue with fastfalling when the fastfall speed was set to a non-integer value

- Fixed a few issues with Polygon's floaty jump

- The default online profile is now stored as a name instead of an index, meaning if you delete a different profile it will no longer change

- Prompts in menus now change if you modify the macros for menu buttons and keys

- The camera is now restricted by the blastzones, instead of room size

- Fixed an issue where "obj_vfx" would update the sprite 1 frame faster than intended. All "vfx_create" in the base engine have been changed to have a 1 frame longer lifetime

- The KO sound effect no longer plays at the start of a Screen KO or Start KO

- Fixed a few issues with dropping through platforms while running

- Fixed an issue where connecting a new controller on the CSS would not re-activate the cursors of players currently in menus

- Fixed an issue where the Haven stage would not display the correct sprites after the transformation

- Fixed an issue where a tolerance value of 0.0 would not work in palette shaders

Extra

- PFE uses a borderless window now, and has a top bar that can be used to drag around the window or change the scaling

- Objects that use the outline shader now draw onto a surface first, so texture groups can be cropped

- Stage data values for the CPU to use are now set in "obj_stage_manager" instead of "CPU_Input"

- On the CSS, character zones and player windows now have clipping masks when drawing the selected character

- If you do not have any default online profile set, it will automatically be set to the first profile you make

- Replaced "obj_voronoi" with "obj_menu_background", which draws a different pattern that is compatible with all platforms

- The menu sidebar now has an option to go back to the Main Menu

- The cursor speed is now consistent across all menus

- You can now use the Dpad to move the cursor on menus

- Swapped which buttons are for Confirm and Back on menus to match the Xbox layout instead of the Nintendo layout

- On the local CSS, cursors can now wrap around the screen

- You can now hold the back button on the CSS to open up the menu sidebar

- The character select now changes your character as you move the token over character zones

- The character select and stage select screens have new animations

- You can now pause during the starting countdown

- Players in shieldstun now have a shield with static on it like in Ultimate

- Added a setting to show the shieldstun amount when a hitbox is blocked

- Added a setting to show the number of advantage frames of each hit

- Renamed "shield_stun" to "shieldstun" for consistency

- Renamed "fast_fall_speed" to "fastfall_speed" for consistency

- All of the premade grab attacks can no longer hit opponents on the ledge

- Optimized saving and loading can now be toggled with a macro

- Added "game_state_optimizer.js" to the files, which can be used to generate the "__optimized" scripts for rollback

- The PFE website now has a tutorial for setting up the included matchmaking server file

- Added support for negative input delay in local matches (use at your own risk!)

Files

[Older Version] Platform Fighter Engine 1.2.0.yyz 68 MB
Feb 25, 2022
Platform Fighter Engine 1.2.0 - Demo.zip 29 MB
Feb 25, 2022

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