Games

SimpleFighter revival.

Started by DevilGuardian 197 posts last post 6 days ago Page 10 of 10

#181

Thanks!
-- (Dobby):
Hey devil guardian, with each version you release, i think: Now he implemented every feature, everything you can do in a game. And in the next version you amaze me again. Keep up this increiblework!

--
The people who love you the most, are the people who matter most in your life.

#182

I have a suggestion for walls: could we also create air walls? This would save time and coding when building houses. You could e.g. build a wall block and hollow it out with a block of air. Then you would have a house with four foundation walls and a roof. It's already possible to build staircases out of air, but then you can’t jump anymore.
Steffen

The man with the big fett Bauch, caught in the back of a Knallerbsenstrauch!

#183 1 like

Sure. I can make that happen no problem.
The people who love you the most, are the people who matter most in your life.

#184

Good evening everyone. I'm back with another major update for this game to address lots of bugs that not only I discovered while playing, but also you guys as well. Please check it out!
Before I continue, a heads-up for anyone bringing custom content forward from an older version. This time the folder layout itself hasn't changed — your data, docks, and sound folders are all right where you left them — but a set of on-disk format and sound-pack changes have landed across the recent updates, so some hand-authored maps and custom sound packs will need a small one-time touch-up before they fully load.

If you've authored a custom map by hand, here's what to expect.

1.
A set of text-bearing entities now store their text wrapped in double quotes, so it can hold spaces and keep your exact punctuation. This covers the message on signs, clocks, calendars, and timed texts, and the text on blockages, elevator floors, story zones, text squares, and text zones. These lines are not backward compatible — an old unquoted line is silently dropped — so wrap those fields in quotes, or just re-save the map in the builder, which does it for you. Doors, passages, and elevators moved to quoted text as well, but they need a fuller re-make, covered in step 3.

2.
The separate ranged underscore names are gone. Every entity that used to have a distinct ranged_ token now uses the plain entity name for both its single and ranged forms, with the line itself deciding which by its shape. If you hand-wrote any line starting with ranged_ — across hazards, spikes, vanishing hazards, force fields, timed texts, the sound, url, and timed sources and ambiences, signs, clocks, calendars, text squares, travelpoints, switches, sensors, and doors — drop the ranged_ prefix so it reads just hazard, sign, switch, and so on. Old ranged_ lines are no longer recognized and won't spawn.

3.
Doors, passages, and elevators need to be re-made. Each one now draws all of its clips from a single bundled folder and stores one sound name instead of the several it used to, and each also gained new per-sound toggle fields for muting individual sounds. Because the shape of these lines changed, the cleanest path is to delete and re-place any door, passage, or elevator in the builder rather than hand-patch the old line.

If you've authored a custom sound pack, here's what to expect.

1.
The teleporter's movement sound was renamed. In each custom teleporter folder, rename hit.ogg to move.ogg, or that sound won't be found.

2.
Checkpoints changed folders. Custom checkpoint clips moved out of the builder's misc folder into its construction folder, so move your checkpoint sounds from sounds/decompiled/builder/misc/checkpoints into sounds/decompiled/builder/construction/checkpoints.

For anybody with external tooling, nothing moved this round — the data, docks, and sound folder layouts are unchanged, so any shortcut you repointed after the earlier reorganization still finds its files.
In short, old content won't crash the game, but the affected pieces won't load until you've done these steps. Re-save your maps and tidy up your pack once, and everything falls back into place under the new layout.

With all that said, here's what's new from versions 13.6 to 13.9. As per usual, I'm only going to summarize the top 10 things that are the most significant to y'all.

1.
Undo and Redo for Map Edits

Building a map stopped being a one-way street. The new /undomap and /redomap commands (short forms /ud and /ro) take back and reapply your recent changes, covering an added, edited, or removed line as well as pasting a whole map over the current one, including a /rawdata paste. You can step back and forth through your history as many times as you like, so a single fumbled edit no longer costs you your work. The history is kept the whole time you stay on a map and clears when you load a different one, and both commands can be blocked in a command blocker like any other command can.

2.
Custom Presets for Effect Spaces

Effect spaces gained a real preset system. When building one you pick an effect and then a preset from the new preset type list to instantly fill its sliders, or choose custom to dial the sliders in yourself and save them under a name for reuse on any map later. Saved presets can be renamed or deleted right from the same form, and every effect starts with a default preset holding its standard values, so you can reach for a known-good sound or build your own library without ever leaving the builder.

3.
The Preferences Screen Reorganized

The settings screen was untangled so audio and menu options each have their own home instead of crowding into the game tab. The game tab now holds only gameplay switches, a new menu tab gathers the navigation options, and a new sound tab gathers the audio options along with the sound device chooser that used to live in the general tab. The general, keyboard, and sound tabs are available only from the main menu, while the game, menu, and speech tabs can still be reached from inside the map builder, so everything is where you would expect to look for it.

4.
One Builder Entry per Object

The builder menu shed its long list of duplicate entries. Clocks, calendars, signs, switches, sensors, text squares, travelpoints, spikes, hazards, doors, item doors, and more were each merged into a single entry with a build mode choice at the top of the form. Picking ranged reveals the minimum and maximum coordinate fields for an area, while single asks for just one tile, replacing the old pair of separate single and ranged entries for every one of these objects. Your existing maps load exactly as before, only the way you build changes.

5.
Simplified Door, Passage, and Elevator Sounds

The most sound-heavy objects in the builder were drastically simplified. Doors went from six separate sound types to one, passages from four to one, and elevators from five to one, with each object now drawing all of its clips from a single bundled folder picked from one sound list. Holding Control and pressing a letter previews each individual clip right there in the builder. Because these lines now store one sound name instead of many, existing maps containing doors, passages, or elevators must be re-made.

6.
Per-Sound Mute Toggles

Doors, passages, and elevators picked up checkboxes to silence their individual sounds. A door can disable its looping and moving sounds, a passage its looping sound, and an elevator its beeping, looping, and moving sounds, and a disabled sound never plays no matter which bundle is chosen, while the builder previews are unaffected. They are off by default, so nothing changes until you ask for quiet, but a noisy object can finally be silenced exactly how you want. Because each line now carries the extra toggle fields, existing maps with these objects must be re-made.

7.
Quoted Text That Keeps Its Spaces

Free text across the builder stopped losing its formatting. Item ids and passwords on doors and passages, and the messages on signs, clocks, calendars, elevators, timed texts, blockages, story zones, text squares, and text zones are now stored in quotes, so they keep the exact spacing and punctuation you typed and can hold multiple words. The line decides single or ranged by how many coordinates sit before the quoted text, so the same plain entity name covers both forms.

8.
New Character Restore Commands

Restoring your character got a full set of commands. /healhealth (/ht) refills your health and /healstam (/hs) refills your stamina, each to full, joining the existing /healbones so every part of your character now has its own restore command. Each one speaks a notice if you are already at maximum, so there is no guessing whether it did anything.

9.
Inventory and Quick Utility Commands

A handful of small commands close long-standing gaps. /take and /takeall (/tk, /ta) remove items as the exact inverse of /give and /giveall, taking a positive amount and clearing an item out entirely if you remove more than you hold. /silence (/si) instantly stops every overlapping sound started by /play while the map, the game, and your character keep going. And /loc speaks your current position along with the minimum and maximum of the map on each axis, with height included on 3d maps, so you can always hear where you are and how far the map reaches.

10.
A Wave of New Help Topics

The in-game help menu filled out across these versions. Dozens of builder topics were added, covering doors, elevators, hazards, lifts, passages, platforms, teleporters, travelpoints, fires, force fields, mines, security cameras, spikes, bikes, vehicles, conveyor belts, trampolines, command blockers, floor breakers, timed texts, every ambience and source type, speakers, and topics on building maps and configuring game preferences. Whatever you are placing, there is now a written reference for it.

That's all I have for now. Remember to run through the migration steps for the game at the top of this post first so it can properly recognize your audio and data under the new layout.
I hope you guys enjoy what I've brought to the table. Stay tuned for more updates to come!

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

https://tsatria03.itch.io/simplefighter

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

#186

Exactly. That means it freezes/unfreezes the game, just encase it's needed.
The people who love you the most, are the people who matter most in your life.

#188

Haha that's funny a bit.
The penguin is eating a hotdog and he isn't hungry any more!

#190

In this context, stop means to freez something. So it does exactly that. Stop doesn't mean exiting the game entirely.
-- (Dobby):
Yeah but it says that /gamestart stops the game, and /gamestop starts it. that is not true.

--
The people who love you the most, are the people who matter most in your life.

#191

Also, if you read commands.tp, it actually says this.
/gamestart, or /gs: Freezes the game.
/gamestop, or /gp: Unfreezes the game.

It says nothing about starting or stopping the game entirely. Freezing the game means that your keyboard keys won't work unless you unfreeze the game. This also stops playing most of the game elements on the map as well.
The people who love you the most, are the people who matter most in your life.

#192

Bro, please understand me.
Look, in the real game, /gamestart will unfreeze the game, but the help file says thaat /gamestart freezes it. in the real game, /gamestop freezes the game, but the help file says that it will unfreeze it.
please understand me.
My youtube channel: https://www.youtube.com/@audiogames_123

#193

I ended up fixing it. Looks like the help file was backwards all along.

-- (Dobby):
Hello.
I just noticed that in the commands help file, it says: /gamestop: starts the game, /gamestart: stops the game.

--
The people who love you the most, are the people who matter most in your life.

#195

Hey fokes. I'm back with another major update for this game to address lots of bugs that I discovered while playing. Please check it out!
This will be the last update I'll be releasing to the game for a long while. Expect a lot fewer updates moving forward.

With that out of the way, here's what's new from versions 14.0 to 14.2. As per usual, I'm only going to summarize the top 10 things that are the most significant to y'all.

1.
The Arcade Arena Returns
The classic arcade survival mode came back as its own game menu off the main menu, so you can launch straight into a fight with no map to build. Choosing new game lets you pick a map mode of 2d, topdown, or 3d and a target to fight from animals, humans, robots, or zombies, then opens a setup screen where you set the floor tile and an optional music track and ambient sound, each with its own volume and each previewable with the spacebar before you start. Normal mode throws endless random enemies of the type you picked, while custom mode pits you against endless waves of one specific creature you choose, and both scale to your character's level, starting with a single enemy and climbing as you level up to a maximum of fifty alive at once. The waves never stop, bringing in a replacement the moment you defeat one.

2.
A Full Save System for the Arena
Your arena runs can now be kept across twenty save slots. Choosing new game asks which slot to play on, the pause menu gains a save game option that banks your run and drops you right back into the fight, and load game rebuilds your exact arena — its mode, enemies, floor, music, size, and your position in it — while restoring your level, experience, points, kills, lives, stats, ammo, every item you are carrying, and the weapon and shield in your hands. Nothing saves automatically, so quitting without saving discards the run; bank your progress before you leave. Dying and choosing to try again returns you to your last saved state exactly as if you had loaded the slot, and the shop's purchases now live with each slot too, so every run owns its own bought stats and weapon and shield upgrades, and a fresh slot truly starts from nothing.

3.
Safe Corners to Catch Your Breath
Every arena now has two safe corners, one at your starting point and one at the far end opposite it, so you have a retreat at either side of the field. Enemies can neither spawn on a safe corner nor step into one, even where a spawn zone overlaps it, so each is a genuinely safe place to stop, breathe, and fire out at the swarm. A matching carpet is laid over both corners so you can find them by the change in your footsteps, and the far corner follows the edge as you resize the field. Standing in either corner also slowly heals you, a random five to ten percent of your health at a time, though only your health and never your shield, so a corner is somewhere to recover as well as somewhere to hide.

4.
Reshaping the Arena Field on the Fly
The arena's size is yours to change mid-run with the function keys, grouped by axis: F1, F2, and F3 shrink, grow, and reset the maximum x reach, F4 through F6 do the same for y, and F7 through F9 for z on 3d arenas. Each shrink or grow shifts that edge five tiles, kept between twenty-five and a thousand, and holding shift moves it ten tiles at once for stretching the field to its limits in far fewer presses, while a reset returns the axis to the starting fifty. The floor and the area enemies spawn in resize to match at once, and the comma, period, and slash keys speak the current reach on each axis whenever you want to check. On 2d and topdown arenas the height keys simply report that there is no z axis.

5.
A Fair, Self-Contained Fight
The arena was sealed off from every tool that could shortcut or float above the fight. The command console, macros, grappling hook, and sonar are all switched off, the weapons menu hides its all, misc, and special tabs, and the builder menu, map editor, and camera selection markers do nothing since there is no map underneath you. The combat itself was tuned for the arcade pace as well: enemies no longer break your bones, defeated enemies only ever drop health items since stamina is never spent here, an armed enemy deals exactly its weapon's damage at level one rather than piling its own strength on top, and the live enemy count is held at fifty no matter how high you climb. To make up for macros being gone, the number row was repurposed to quickly draw weapons from preset slots.

6.
Critical Enemy Sound Fixes
Two long-standing audio bugs that hit hardest in a crowded fight were tracked down and fixed. Enemy sounds — a hit, a taunt, a death — could play from the wrong enemy or cut off entirely when several of the same type were active at once, because the game could hand one enemy's sound slot to another; each enemy's sounds now stay tied to that enemy, and an enemy still falls silent the moment you strike it and picks its taunt back up once the hit has passed. Separately, bullets could fly in total silence during heavy automatic fire when many were in the air at once, such as from a machine gun or several enemies spraying together; far more bullets can now be heard at the same time, so sustained fire stays audible.

7.
Air Walls for Carving Out Spaces
Walls gained an air type, sitting at the top of the wall sound list, that silently carves a walk-through gap out of whatever is built in its area instead of blocking. Build one solid wall block and place an air wall over part of it to hollow it out, so a house can be shaped from a single big block and one carve rather than raising every wall separately. It is a quiet but powerful change to how quickly you can rough out enclosed spaces in the builder.

8.
Looping Sounds for Locators
Time bombs, items, and checkpoints each picked up a looping sound option. Normally these objects replay their ambient locating sound on the beat set by their speed, which can chop a longer clip short; turning on the looping sound plays that bed continuously instead, so a long, smooth sound plays through cleanly while still marking the spot. For a time bomb the option also stops the tick from speeding up as it counts down, holding a steady beat that suits a longer beep, while the speed still controls when it actually goes off. The speed only matters when the option is off, and picking up an item or claiming a checkpoint stops its loop as before.

9.
Standing on Walls and Tables
Building a platform on top of a wall, like a tabletop on legs, finally behaves the way it should. On both 2d and 3d maps, jumping or falling into a wall that has a platform on top now lands you cleanly on top of it — lifting you straight up onto the platform when you jump onto a table, or coming to rest on top of the wall when you fall into one — instead of leaving you stuck partway up inside the wall. Walls still stop you from passing through, so this only changes how landing on top of them works.

10.
A Round of Polish and Conveniences
A handful of smaller improvements smoothed out the edges across these versions. The main menu can hide its documentation, game, map, and miscellaneous entries through a new show or hide button, though never the preferences entry, so you can never lock yourself out of the settings. A new key tops up your stamina the same way the health and shield healers work, npcs gained a taunt delay field to space out their barks, dying on a map now drops you back at the map menu rather than the main menu no matter what killed you, and the remove a line menu was fixed so you can finally delete the very first object you placed.

That's all I have for now. Stay tuned for more updates to come, if any.

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

https://tsatria03.itch.io/simplefighter

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

#196

Hello everyone. I decided to come back to this game for a bit to fix some major bugs that I found after several weeks of play testing. I also added 4 more builder elements, and some other small enhancements as well.
Here's what's new in version 14.3.
Made it so a fire or hazard with no sound of its own no longer kills you in silence. Whether you set its sound to none or its pack is missing the hit or fall clip, being caught by one now plays your character's death sound along with the fall sound of the tile you're standing on, the same cues you hear dying anywhere else.
Fixed a bug where jumping onto a slant while moving would carry you clean over the ramp instead of landing on it; you now settle onto the ramp's surface from either direction, the same way you land on a staircase.
Fixed a bug where falling off a slant and getting back onto it left the fall sound playing; the fall and plummet sounds now stop the instant the ramp catches you again.
Added winds to the spier so a directional sweep now announces them, and to the obscurity zone's spier list so a zone can hide winds from spying like any other trap.
You can now build winds in the builder menu. A wind is a trap that chases you like a fire, but instead of killing you it blows you a set number of tiles in the direction it faces, stopping at any wall, and can wear down your health a little each time it reaches you when you give it a health value.
You can now build flux zones in the builder menu. A flux zone is an invisible area that ramps your stats as you walk through it, nudging your speed, health, stamina, or shield up or down a little with each step, and the change sticks with you after you leave.
Fixed your walking speed and jump height carrying over after you died on a map. They now return to normal whenever you retry after dying or respawn at a checkpoint, so a speed or jump you had raised with the keys no longer sticks around.
You can now build tile zones in the builder menu. A tile zone is an invisible area that changes how the ground inside it behaves, your walk speed, your jump height, and how far and hard you can fall, leaving anything you don't set normal.
You can now build slants in the builder menu. A slant is a ramp that carries you up or down as you walk across it, and is available on 2d and 3d maps only since topdown has no height to climb.
The map builder's help topics are now plain .txt files instead of the old .tp extension, so they open directly in any text editor while the in-game help menu works exactly as before.
That's all for today. Stay tuned for more updates, if any.
Here's the download link for the game, accessible on itch.io.
https://tsatria03.itch.io/simplefighter
Enjoy, and happy building!
The people who love you the most, are the people who matter most in your life.