Games

SimpleFighter revival.

Started by DevilGuardian 197 posts last post 6 days ago Page 7 of 10

#121

It uses what ever themes you have saved in your system. That's all on you as the player to choose that.
-- (Dobby):
here is another, crittical, bug. if i download the sounds, i first have to select a menu theme and chracter theme and keyboard theme, because otherwise, absolutely no souns are heard. you shouldmake it so the game uses the default themes when downloading the sounds or something.

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

#123

Also, it already does by default. When there are no settings configured for the game, it defaults to using the first character/keyboard/menu theme available on your system.
The people who love you the most, are the people who matter most in your life.

#124

well i can just tell you again: when i redownload thesounds, the themes dont play. it may be a bug in the game or only a bug for me.
My youtube channel: https://www.youtube.com/@audiogames_123

#125

I've never had that issue before on my end. What version are you using?
-- (Dobby):
yeah but if i redownload sounds i first needa select the themes again. because if i dont, they dont play.

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

#127 Edited

Okay. I tested the downloader before release, and it behaves perfectly. If your options file is somehow malformd, I suggest you deleteing the file under "C:\Users\username\AppData\Roaming\tsatria03\SimpleFighter\saves\settings.spf"
That should clear it up, and then you can reconfigure your options again.
The people who love you the most, are the people who matter most in your life.

#128

okay. thank you. also anotherbug that i expirienced is: when you download the installer and then download sounds with the sounds downloader, it does not download the sounds correctly. but that is only if you downloaded the installer.
My youtube channel: https://www.youtube.com/@audiogames_123

#129

I unfortunately don't have control over that one. Installers work way differently to the portable version of the game. You're gonna have to manually copy the sounds folder to where ever it installs the game for it to work if you choose to go that rout.

-- (Dobby):
okay. thank you. also anotherbug that i expirienced is: when you download the installer and then download sounds with the sounds downloader, it does not download the sounds correctly. but that is only if you downloaded the installer.

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

#131

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

#132

Good evening everyone. I just released another folowup update to this game to address a tun of major bugs that not only I discovered while playing, but also you guys as well. Please check it out!
Before I continue, I'd like to let everybody know that the data, docks, and sound folders have been completely redesigned. This means that anybody bringing forward custom maps or sound packs from an older version is going to have to do a one-time migration before that content can fully load.

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

1.
The maps folder has moved from data/maps/decompiled// to data/builder/maps/decompiled//, with compiled .map packs in a parallel data/builder/maps/compiled/ folder. Macro packs also moved one folder deeper, from data/macros/ to data/main/macros/.

2.
Your map's old info.sif is now split into two distinct files. The entity lines (mode, bounds, and everything below) now live in data/main.sif, and the owner, description, creation date, and modification date now live in data/meta.sif as key=value lines. The map will fail to load if you don't split this data correctly.

3.
Two entity tokens were renamed in the on-disk format: timebomb is now time_bomb, and forcefield is now force_field. Any hand-written lines using the old names won't spawn until you rename them. Five npc info-file keys also moved from underscored to spaced form (hit_and_run → hit and run, plus flee_time, flee_speed, provoke_speed, and chase_terrains, which all gained spaces in the same pass), so fix those in any custom npc files or those fields will silently fall back to defaults.

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

1.
The top-level sound pack layer has been removed entirely. The old sounds//main/... and sounds//builder/... paths no longer exist, so move the pack's main/ and builder/ subfolders directly into sounds/decompiled/ and merge any conflicting clips by hand. Per-folder customizations like a character theme, a keyboard theme, or custom NPC clips still work exactly the same way, just one directory shallower.

2.
Every weapon, shield, and NPC subtype folders also got the long-standing characters layout. The info file now lives in a data/ subfolder of the subtype, and every .ogg/.wav clip lives in a general/ subfolder, so move those files inside each subtype folder or the engine won't find them.

For anybody with external tooling, the docks folder has also been split into docks/main/ (changelog, readme, todo_list, credits) and docks/builder/ (the per-feature .tp help topics), so any shortcut that pointed at docks/.txt directly will need to be repointed to find those files again.

In short, old content won't crash the game, but most of it won't load until you've done these steps. Once you do, everything will start working again under this new layout.

With all that said, here's what's new from versions 11.7 to 12.6. As per usual, I'm only going to summarize the top 10 things that are the most significant to y'all.

1.
The Form-Menu Rebuild
The entire menu system was rewritten on a new form-menu engine, replacing the m_pro stack that had carried the UI for years. The weapons and build menus picked up a tabbed layout with an all tab that aggregates every item alphabetically, music volume saves between sessions, and locked equipment pushes back with an error clip instead of silently equipping. Quality-of-life touches like wrap sounds, stereo side-scrolling that pans the click sound across the tab strip, and position-information labels (1 of 5) landed in the same pass.

2.
Shields and Reflection Made Tunable
Reflection and shielding stopped being hardcoded constants and became per-item tunable fields. Weapons gained reflection and refchance fields so any weapon can support the T-key reflection toggle with a tunable deflect percentage, and shields gained blockchance (stock shields ship at 80, so roughly one in five hits slips through) plus an optional cushion sub-value that halves damage on a failed roll. A new shield launch type field also fires a configured projectile or bomb back at the attacker on every absorbed hit, turning shields into a real counterattack tool.

3.
The Ammo Type Pool
The per-weapon ammo reserve was replaced with a character-wide pool keyed by ammo type, so two weapons that shoot the same type now draw from one shared reserve instead of each carrying its own stash. Every non-melee weapon was tagged with one of sixteen types (arrow, battery, mana, water, grenade, rock, normal, and so on) so its identity finally matters at the reload prompt. A fresh weapon you pick up no longer comes pre-filled — you start with whatever's in the chamber and have to visit the shop to refill.

4.
The Shop Tab Overhaul
The old points menu became the shop menu with a tabbed layout (player, shield, weapon, ammo, damage), cleaner stat-name labels, and the menu now stays open after a purchase or canceled prompt instead of closing on you. The new ammo tab buys per-type from a single entry per type, and the new damage tab adds per-type damage upgrades that unlock once you've bought any ammo of that type, so specializing in one ammo type means noticeably bigger hits with it. The max ammo upgrade was also restored and finally grows the clip cap of your currently drawn weapon per-weapon instead of the long-broken reserve it used to touch.

5.
Weapon Push and Drain Fields
Weapons gained push x, push y, and push z fields that shove a hit target along that axis (always away from the attacker, with negatives pulling instead like a tractor beam), and getting slammed into a wall before the push runs out costs extra damage called out on its own line in the kombat log. Stamina drain finally makes the stamina bar mean something, subtracting from a pool that already regenerates passively. Health drain is paid by whoever pulls the trigger (so a wielding human npc bleeds itself too), and life drain consumes a life card per hit like a voluntary /suicide, dropping you into a real game-over if the swing spends your last continue.

6.
Random Equipment Rolls
Characters and human NPCs both learned how to randomize their loadout without anyone having to pre-build dozens of variants. The character's weapon type, weapon type2, and the new shield type fields each accept the literal word random with optional scoping — random within a category, random within a subtype, or fully random — and a typo silently falls back to a fully random roll so you don't have to worry about pinning to a deleted folder. Human NPCs got matching weapon type and weapon type2 fields, exposed in the NPC builder as list selectors with random at the top of each list.

7.
Map Metadata tuning
Map info files were split into main.sif (the parser data — mode, bounds, entity lines) and a new meta.sif sidecar (owner, description, creation date, modification date). The map menu picked up rename map (which atomically renames the folder and rewrites any travelpoint in any other map that pointed at the old name, so cross-map links don't silently break), edit description, a full add/edit/remove owners trio, and a /mapinfo command (alias /mi) that opens a read-only dialog with everything the meta knows. The load menus now label each entry as name (mode map) (By owner names, Updated X ago) using an oxford-joined owner list and relative timestamps like just now, 5 minutes ago, or 2 days ago.

8.
Map-File improvements
Hand-editing main.sif files got noticeably more forgiving with three line-comment markers (#, //, ;) and three matching block-comment pairs (/* */, #* *#, ;* *;) that hide content from the parser and from the edit and remove menus without deleting it. The parser also accepts tabs as a field separator alongside spaces, so anyone laying out an entity line with tabs for column alignment in a text editor gets the same tokenization as the canonical form. The compile and decompile flow also stopped asking you to type filenames and now opens a picker with overwrite confirmation, and a long-standing entity-count-scaled lag in compiled maps and sound packs was fixed so compiled content finally matches decompiled-folder performance.

9.
Sound Pack Flattening
The sounds folder was reorganized to mirror the maps layout, with a decompiled side that holds raw per-entity folders (under sounds/decompiled/main/ and sounds/decompiled/builder/) and a compiled side that holds shared .spack packs, replacing the old sounds//main/... and sounds//builder/... layer while keeping every per-folder theme customization (character theme, keyboard theme, custom NPC clips) working one directory shallower. Every weapon, shield, and NPC subtype folder also got the long-standing characters layout, with the info file moving to a data subfolder and every clip moving to a general subfolder, so a custom sound pack is uniformly structured top to bottom. The data folder picked up the same kind of split alongside it, where macro packs now live under data/main/macros/ and hand-built maps now live under data/builder/maps/ with their compiled .map siblings in the parallel compiled subfolder.

10.
Scriptable switches
Switches now finally do something beyond toggling their own sound: they now hold two optional command strings (an on command that runs when the switch flips on, an off command that runs when it flips back off), and either string can be any slash command including semicolon-delayed stacks, so a switch becomes a teleporter, an ambush summoner, or a fully scripted cinematic. The supporting verbs landed alongside it — a /spawn command for memory-only entities that vanish on next map load, an inline /build form that skips the dialog by appending the entity's on-disk fields, and a new ranged switch sibling whose press area is a rectangle instead of one tile. A wave of command shortcuts (direct-name or skip-confirm arguments on /charset, /gozone, /maps, /rawdata, /delmap, /relmap, and /speak) tied the system together by letting macros and switch commands fire those verbs without an interactive prompt.

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 github.io.

https://tsatria03.github.io/projects/ga … pleFighter

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

#133

ah man, i completely forgot this: cant you make jump range shorter? like if i am at normal speed and jump and hold the right arrow i jump like 30 tiles to the right. that is weird in my opinion
My youtube channel: https://www.youtube.com/@audiogames_123

#134 Edited

You can always increase or decrease your movement speed by pressing shift A or shift D. That will also control how fast you'll be able to move in the air.
-- (Dobby):
ah man, i completely forgot this: cant you make jump range shorter? like if i am at normal speed and jump and hold the right arrow i jump like 30 tiles to the right. that is weird in my opinion

--

--

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

#135 Edited

I'll fix it later if I'm feeling up to it.
The people who love you the most, are the people who matter most in your life.

#136 Edited

For some reason this app is being quite stupid.
The people who love you the most, are the people who matter most in your life.

#137

yeah but still, in my opinion it would be better if we could like move 10 tiles in the air with one jump, at normal speed, or 15 tiles or something. but that is your decision
My youtube channel: https://www.youtube.com/@audiogames_123

#138

I see what you mean. I'm not really sure how to refactor that one, as I'm also having trouble landing on platforms that are 20 tiles a part.
The people who love you the most, are the people who matter most in your life.

#139

Hi devil guardian. i just wanted to make a switch saying: alert, intruder detected. okay so i typed /speak alert, intruder deteced as on command. i wanted the switch to auto activate so i checked that box. but as i steppedon the switch, nothing hppene. only as i pressed enter on it, it said: alert, intruder detected.
My youtube channel: https://www.youtube.com/@audiogames_123

#140

Putting the switch to auto activate just flips the state, not what the command will do.
The people who love you the most, are the people who matter most in your life.