Games

SimpleFighter revival.

Started by DevilGuardian 204 posts last post 18 godzin temu Page 11 of 11

#201 Edited

I just implemented this feature in 14.4 if you haven't already downloaded the game. You're now able to upload and download maps from other users to play.

-- (Dobby):
the only reason why i dont play this game that much is because i cannot share my maps and because i cannot play shared maps. i think if that would be possible i would play this game all day!
The people who love you the most, are the people who matter most in your life.

#203 Edited

Hey guys. I just released another followup update to fix some more bugs, along with some new enhancements.

Here's what's new in version 14.5.

You can now give a door or passage a jam radius so it won't open while an enemy is nearby. Set a jam radius in its builder, and while any creature that would attack you is within that many tiles, the door or passage refuses to open — an automatic door won't carry you across and a manual door or passage won't answer the interact key — playing its jam sound and warning you that something dangerous is too close; clear the area and it works again. An automatic door announces the jam once as you step onto it, then again each time you step off and back on, while a manual door or passage announces on each attempt. A helper set to protect you doesn't count as a threat, but one that isn't does. A jam radius of zero, the default, keeps a door or passage behaving exactly as before, and because the door and passage lines now carry this extra value, existing maps containing doors or passages must be re-made.
Made it so a door or passage with its looping sound turned off now plays its step sound as you walk into it, the same way a sign does, instead of being silent. The step clip plays once when you enter the door or passage and stays quiet while you're inside until you leave and come back, so an unlooped door or passage gives a footstep-style cue rather than nothing. This works for both single and ranged doors and passages, and uses the step clip that already ships in the door sound bundles.
Fixed a bug in the builder gallery where a sound you were previewing kept playing after you switched to another category tab. Moving to a tab you hadn't opened yet left the previous clip running, most noticeable with a looping sound like a moving platform's; switching tabs now stops the preview right away in every category.
Added preview keys for many of the builder sounds that had none, so far more of each element's clips can now be auditioned straight from its build form and from the builder gallery. Elements like platforms, projectiles, mines, security cameras, bikes, aircraft, creatures, and items now let you hold control and press a letter to hear cues such as their hurt, crash, spawn, launch, gear, and turning sounds that used to be heard only in play; where an element doesn't have a particular sound, it tells you instead of playing nothing, and each element's help topic lists its keys.
Made it so falling a long way while riding a bike now plays the bike's own plummeting sound as you drop. A bike carries a plummet sound for a big fall, but it was never played, so a long drop on a bike used to happen in silence; now it sounds the same way falling on foot does.
You can now browse and listen to the sounds that come with the builder's elements from a new gallery, opened from the gallery entry on every tab of the build menu. It groups every element's sound themes by category so you can hear what a platform, door, hazard, or any other element sounds like without opening its form; press space for a theme's main sound, and control plus a letter for its extras.
Fixed a bug where a travelpoint on a compiled map would send you to the decompiled copy of the destination instead of the compiled one.
Made it so the arena resize keys now play a sound when you change a maximum edge, matching the jump height keys.
Added a macros help topic to the builder help menu, explaining the macro keys, how to switch and edit macro packs, and how each macro line is written.
Updated the todo list file with the latest bug fix and feature improvements made to the game.

That's all for today. Stay tuned for more updates!

Here's the download link for the game, accessible on github.io.

https://github.com/tsatria03/SimpleFighter/releases/download/V14.50/SimpleFighter_password_is_SpfBuilder.7z

Enjoy, and happy building!
The people who love you the most, are the people who matter most in your life.

#204

Hey guys. I just released yet another update to fix some more bugs, along with some new enhancements.

Here's what's new in version 14.6.

Made it so the instrument recorder now captures how long each note is held and the pitch modulator too, so staccato taps, sustained notes, the way notes cut off when overlap is turned off, and any pitch bends you make with the up and down arrows all play back the way you performed them, instead of every note ringing out to its full length.
Fixed a bug where recording an instrument's performance saved nothing, so pressing alt P to play it back always said nothing recorded. The instrument recorder now captures the notes you play and plays them back in time.
Added the ability to record your instrument performances. You can press alt R to record, alt enter to stop recording, and alt P to play back the recorded audio.
Brought back the ability to build instruments in the builder menu. You can now open it with the interact key, and the letter and number keys become thirty-six notes; press Tab to switch between the piano, drum, and other categories, the left and right arrows to change instruments, hold the up or down arrows to bend the pitch, press Enter to toggle an overlap pedal that lets notes ring together into chords, and press Backslash to toggle a staccato pedal that cuts a note when you release its key. While playing you can press Alt R to record a performance and Alt P to play it back, capturing your timing, note lengths, and pitch bends, though recordings last only until you leave the map. The rest of the game pauses while you play, escape closes the instrument, and it builds as a single tile or a ranged area.
Added three new help topics to the builder help menu. The hooks topic explains how the grappling hook is thrown, what it can and cannot anchor to, how it pulls you in and lets you climb along the line, how to let go, and that it is off on topdown maps and in the arena. The camera markers topic explains the free-moving camera, how to enter camera mode and move it, how to set, view, and clear the selection markers that fill in coordinates when you build, and how to describe the spot under the camera. The sonars topic explains what the sonar is, its off, step, and loop scan modes, the follow modes that aim it at your facing or hold a direction by hand or scan both sides at once, the speed control, and every kind of feature it pings, from walls and hazards to stairs, vanishing platforms, solid ground, and open gaps.
Fixed a bug where enemies stopped hurting you once your level climbed high enough, dealing only one damage no matter how strong they were. Their damage was overflowing a limit and collapsing, so at very high levels a fight that should have been deadly became harmless. Damage now keeps scaling far past that point for every source, hand to hand enemies, armed humans, projectiles, bombs, the zones that spawn scaled projectiles and bombs, and the counter a shield fires back, so a high level enemy stays as dangerous as it should. Damage shown in the combat log is rounded to a whole number so the readout stays clean.
Added three new weapon stat fields, move x, move y, and move z, that let a weapon carry your own character a few tiles as you swing or fire, so you can build charge attacks that lunge you toward what you're aiming at or a recoil that hops you backward. The move follows your facing, a negative value reverses it, and the lunge stops at a wall or the map edge so nothing charges through them. It happens on every swing whether or not you hit, works for a human enemy holding the same weapon just like the shove from push does, and stays silent apart from the weapon's own fire sound. All three default to zero, so every existing weapon behaves exactly as before until you author a charge.
Added two new character stat fields, attack modifier and defence modifier, that let each character control how strong its attack and defence points are. Attack modifier is how much extra damage each attack point adds to a hit, and defence modifier is how much incoming damage each defence point blocks, so you can make a character whose points count for more or less than usual. Both default to the values the game always used, two for attack and three for defence, so every existing character plays exactly as before until you change them, and they only affect your own attack and defence, not the separate stats enemies and shields carry.
Made it so leveling up no longer spams the level up sound and the combat log when you gain a lot of experience at once. Both now thin out as you climb, marking every level up to nine, then every tenth level up to ninety, every hundredth up to nine hundred, and so on, so a huge experience gain chimes and logs on the big milestones instead of stacking dozens of overlapping level up sounds and burying the combat log under a level up entry for every single level.
Made it so a bike no longer plays its surface moving sound while you're falling on it and still pedaling. Riding off a ledge used to keep the tile move clip going as you dropped, on top of the bike's plummeting sound; now the move sound stays quiet for the whole fall and comes back the moment you land, so a fall on a bike sounds like a fall instead of like riding through the air.

That's all for today. Stay tuned for more updates to come!

Here's the download link for the game, accessible on github.io.

https://github.com/tsatria03/SimpleFighter/releases/download/V14.60/SimpleFighter_password_is_SpfBuilder.7z

Enjoy, and happy building!
The people who love you the most, are the people who matter most in your life.