Patch Notes 1.3.4


Attacks

- General balance changes.

- "fspec_eiha" now deals damage over time.

Stages

- A new template stage has been added: "Smiley Floats"!

Functionality

- Added grab clank struggles when players grab each other at the same time.

- Added an example script "poison_passive" for damage-over-time status effects.

- You can now taunt on the respawn platform.

- Added a scoreboard between stocks for 1v1 matches.

Fixes

- Added a cooldown for footstools to prevent infinites.

- Footstooling no longer uses up one double jump.

- "rm_practice_room" now has a white background color by default, so you can see the stage.

- "live_value" now reads values as real numbers automatically (unless specified not to).

- Fixed a bug where "fspec_shadow_flare" would crash if the target instance was destroyed before the flares hit.

- Fixed "ex_meter_overhead" not positioning the bars correctly.

- "apply_damage" now correctly creates damage numbers over the player being damaged, instead of the player calling the script.

- Fixed an issue where the macros related to balloon knockback did not work as intended.

- Launch trajectories are now more accurate.

- Fixed some issues with the touch controls stick.

- Fixed some collision issues with moving platforms and the Explosive Box item.

- Tap Jump no longer buffers multiple jump inputs.

Extra

- Decimal point damage is now drawn smaller on the HUD.

- "calculate_smash_damage" no longer rounds the amount.

- Added sound effects for shield start and shield release.

- Players standing on the ground will now be KO'd by the top blastzone. This means that platforms moving upwards can KO players now.

- Players can no longer be Screen or Star KO'd on their last stock, or in the last 10 seconds of a match.

- Changed a few hitbox interactions with the Smash Ball item to be more intuitive.

- Players with the "Smash Stick" setting can no longer perform smash attacks in certain states that don't normally allow smash attacks.

- Updated the docs for "game_surface_enable" to mention that disabling the game surface also disables Clip Saving.

- "obj_stage_manager" now has a "custom_ids_struct" variable you can use.

- PFE now officially uses the Long-Term Stable (LTS) branch of GameMaker.

Files

Platform Fighter Engine 1.3.4.yyz 70 MB
Dec 24, 2022
Platform Fighter Engine 1.3.4 - Demo.zip 31 MB
Dec 24, 2022

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