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.7zEnjoy, and happy building!
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