Patch Notes 1.3.0
Final Smashes
- Added a Final Smash for each of the 5 premade characters.
- Added a Smash Ball item.
- Added a match setting for the Final Smash meter.
- You can now turn off automatic camera movement if you want to manually control the camera.
- Added the option to fade the background of a stage with any color.
- Added a variable "ignore_blastzones" that allows players to ignore blastzones.
- You can now set a player's hurtbox sprite to -1 to effectively remove their hurtbox.
- Added the "cutscene" game state that turns off the HUD and only runs certain object events.
- You can now make players invisible.
Attacks
- General balance changes.
- Fixed an issue where "fspec_falcon" wouldn't have more lag when hitting shields.
- Added Byleth's Up B.
- Added a new Forward Smash for Radian.
Functionality
- Added basic support for touch controls.
- Added a match setting for an EX meter, and added EX forms of some special moves.
- Added a match setting for Screen Wrap Stamina mode.
- Added support for grab breaking (also called grab teching).
- If two players grab each other on the exact same frame, a grab break occurs instead of both players going into grab release.
- Added ledge mantling.
- Added the option to scale KO time by how far away the attacker is from the center of the stage.
- Added support for making the player flash colors.
- Added the option to prevent players from grabbing opponents behind them.
- Added functions to copy properties between hitboxes and hurtboxes.
- Added a property "detect_multihit" for detectboxes that allows them to detect the same opponent multiple times.
- Added a function for drawing speed lines moving in a direction.
- Added callbacks for players landing hits, and getting hit by other players.
Fixes
- Fixed an issue where grab release knockback make the player reeling if the last attack that hit them made them reeling.
- The CPU "Shield Attack" type now properly attacks.
- Slope bounce angles have been adjusted to prevent issues with certain knockback angles on slopes.
- You can still use the old bounce code by setting the "slope_type" of individual slope instances.
- Players now properly bounce off the straight edges of slopes.
- Shield dropping is now performed by releasing shield and then pressing down. This means keyboard players can now tilt shield downward on plats.
- Picking up a weapon-type item with a Jab on the simplified item system will no longer start the item attack instead of the Jab.
- The game no longer crashes if you try to use a negative number for the negative input delay.
- Fixed an issue where you could add more MIS devices than the specified limit sometimes.
- Players hit at 90 degrees or 270 degrees will no longer sometimes turn around.
- Fixed an issue where "anim_loop_continue" would not properly set all of the animation variables.
- Fixed an issue where players could get stuck in the ledge tether animation without grabbing the ledge.
- The player's collision box now turns around to face the player's direction (this only affects asymmetrical collision boxes).
- Fixed an issue where hitting an opponent on the last lifetime frame of multiple hitboxes could result in some of the hitboxes being destroyed before hitlag ended.
- Players can no longer be in the Hitlag state and have self hitlag frames.
- Projectiles now experience hitlag.
- Fixed an issue where many attacks with detectboxes would not check the correct opposing hurtbox.
- Clip saving should now work when camera zoom is enabled.
- Fixed an issue where players could input underscores into some text fields, causing the game to crash.
- Fixed an issue where Share Stock could be used even if Teams were turned off.
- Fixed issues with win conditions for certain rulesets.
- The camera should zoom in and out more smoothly during rollbacks now.
- Damage colors in stamina matches are no longer in reverse.
- The "player_hud_scale" macro now works as intended.
- Fixed an issue where players could occasionally drop through platforms to cancel landing lag.
Extra
- Added a simple in-game command line that be used to set variables during gameplay for debugging purposes.
- Added an in-game option for "Hold to Pause".
- Ledge tethers now have a black outline.
- The hitlag animation is now delayed for 1 frame.
- You can now set a drift DI lockout time.
- The damage of players is now displayed during the KO animation.
- Added another type of HUD that can be used.
- The win screen now shows what teams players were on.
- You can now delete replays from the in-game menu.
- Favorite color palettes are now stored for each profile.
- The CSS has more readable colors.
- Replaced most DS maps and lists in "obj_player" with structs and arrays.
- Removed unused scripts.
- Removed un-optimized rollback saving and loading.
- The game now crashes with a specific message if you turn on items and go to a stage with no item spawners.
- Changed the argument for "allow_hitfall" to make more sense.
- The "Smash Stick" control option is now OFF by default, making it easier to use tilts.
- Renamed various macros to be more consistent.
- Removed all uppercase letters from assets, and renamed various assets to be more consistent.
- Added in-game credits that are automatically generated from the "credits.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 1.4.486 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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