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
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 1.4.484 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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