Games

SimpleFighter revival.

Started by DevilGuardian 197 posts last post 6 days ago Page 9 of 10

#162

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

#163

you know what? it is just a completely random and crazy (so for dobby typical) idea, but you could make a weapon like the glider, if you hold control it lets you bounce up and down. loooool dont know why this just came to my mind.
My youtube channel: https://www.youtube.com/@audiogames_123

#164

and one more thing: i just noticed if i set a swithc to auto activate, it flips the swith automaticly and executes the command. but not when i step on it, it does it also if i stand 50 tiles away from it.
My youtube channel: https://www.youtube.com/@audiogames_123

#165

Thank you for bringing back excludable sources and ambiences. How can I create excludable sources with floating edges? Currently, they behave in the same way as excludable ambiences — the sound cuts off as soon as you enter the excludable zone.
Steffen

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

#166 Edited

I honestly don't really understand how those work. They've been in their since like the 8th or 9th version of the game because someone really wanted it, but I never fully got to experiment with them. The only thing I remember doing with them the last time I did was create a wall tone barior similar to the one found in the manamon games where it plays for a few tiles, then stops when you are no longer in it's defined range. Other than that, I haven't really found a good use case for them.

-- (radiorobbe):
Thank you for bringing back excludable sources and ambiences. How can I create excludable sources with floating edges? Currently, they behave in the same way as excludable ambiences — the sound cuts off as soon as you enter the excludable zone.

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

#167

The switch is not meant for activating when you step on it. Also it doesn't matter how far you are away from the switch. It will auto activate no matter what if you set it to do that.

-- (Dobby):
and one more thing: i just noticed if i set a swithc to auto activate, it flips the swith automaticly and executes the command. but not when i step on it, it does it also if i stand 50 tiles away from it.

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

#168

You can tecknicly already do that with a glider, unless you were talking about something else.

-- (Dobby):
you know what? it is just a completely random and crazy (so for dobby typical) idea, but you could make a weapon like the glider, if you hold control it lets you bounce up and down. loooool dont know why this just came to my mind.

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

#169

Hey guys. I just released a quick bug fix and feature update for this game. Because the update is not that big, I'll be showing the full list of changes.

With that, here's what's new from versions 13.1 to 13.2.

Made it so pressing escape closes the recording menu without affecting the recording, and a recording in progress keeps running in the background so you can capture live gameplay, with reopening the menu bringing you back to the stop button. You can no longer exit the game by pressing escape while audio is recording. The play button toggles playback, the clear option discards the current recording and resets the menu, and the menu announces when playback starts and stops.
Added a recording menu, opened with a customizable keyboard shortcut that defaults to Alt+R, where you can capture the game's audio, play it back, and save it as an MP3 to your SimpleFighter recordings folder. Pick a recording device to begin, then start and stop recording; microphones are excluded since this records system audio, and the buttons shown change with what you're doing. The save filename defaults to the current date and time but can be changed before saving.
Made it so aircraft turbulences no longer vanish once you pass them, so turning around and flying back re-announces them and re-arms the alarm just like the first time.
Made it so alarm sounds will now play in stationary for aircraft turbulences moving forward.
Fixed a bug where backing out of the data manager, map tools, or pack tools menus could leave the game stuck, ignoring your input or dumping you back into an editing screen instead of returning to the menu you expected.
Fixed a bug where overlapping staircases only played its own tile instead of layering with the tile underneath the way overlapping platforms do.
Fixed a bug where holding a climb or descend key while jumping on a staircase would distort the jump and drop you back down too quickly; held movement keys no longer fight the jump.
You can now jump while hooked onto a staircase or wall to scale it in leaps instead of climbing one tile at a time. The hook automatically releases you when a jump carries you to the top.
Fixed a bug where hooking onto a staircase would release the hook the moment you tried to climb it with the up, down, page up, page down, w, or s keys instead of letting you ride it to the top or bottom.
Fixed a bug where you could walk straight through walls in 3d maps at floor level no matter how tall they were, because the floor underneath the wall was silently disabling its collision.
Fixed a bug where adding, editing, or removing a key binding would overwrite the keyboard.ini file and strip all comments and section headers.
Fixed a bug where the list of actions in the add binding menu was displayed in an unpredictable order. Actions are now sorted alphabetically.
Fixed a bug where the keyboard rebind menu would display comment lines such as the format header as bindable entries.
Added support for binding Escape to any action, including the quit action. When pressing Escape during key capture, the game will ask whether you want to bind it or cancel.
Added the ability to view all of your currently bound keyboard controls as a list in the keyboard settings tab.
Added the ability to rebind keyboard controls from within the game via the new keyboard tab in the settings menu. You can add, edit, or remove bindings for any action. When removing a binding, you will be asked to confirm before it is removed.
Added support for loading and saving the rate, pitch, volume, voice, and screen reader preferences in the tts configuration menu.
Added a TTS configuration button to the newly added speech tab in the settings menu. Users can now adjust the rate, pitch, volume, and voice for the SAPI5 engine. They can also choose the screen reader output at which the game speaks in.
Reorganized the settings menu into a tabbed layout so the long single-column list is now grouped by purpose — a General tab holds the theme, sound device, and default-owner buttons (plus reset settings), and a Game tab holds every gameplay checkbox. Left or right arrow on the tab strip switches sections; the save and cancel buttons stay visible from every tab.
Added a config/keyboard.ini file which stores all of your key bindings. You can edit this file manually to customize your controls outside of the game.

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

Here's the download link, 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.

#170 Edited

Many thanks for making the HRTF setting functional. I'm probably the only one who cares because I hate HRTF and disable it wherever I can. There appears to be a sonar bug in 3D maps. Currently, the sonar sounds only work properly when walking on the X-axis and not on the Y-axis.
Steffen

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

#171

I'll fix that.
The people who love you the most, are the people who matter most in your life.

#172

I didn't even know the hrtf setting was broken.
-- (radiorobbe):
Many thanks for making the HRTF setting functional. I'm probably the only one who cares because I hate HRTF and disable it wherever I can. There appears to be a sonar bug in 3D maps. Currently, the sonar sounds only work properly when walking on the X-axis and not on the Y-axis.

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

#173

Hey guys. I just released another quick bug fix and feature update for this game. Please check it out.
Before I continue, I did update the sounds, but it's not manditory for you guys to redownload them. If you've never downloaded them before, I strongly recommend you to do so.

With that, here's what's new in version 13.3.

Improved the object tracker readouts. It now describes your target's direction in far more detail when you press the track key, with finely graded relative bearings like behind and slightly to the left and above instead of a rough left or right, and on 2d maps it reads the up and down angle the same way.
You can now build fall zones in the builder menu. Landing inside one from any height is always a soft, damage free landing with no broken bones or stun, like a safety net or parachute.
Updated the readme file with added and modified keyboard shortcuts.
Made it so pressing the recording shortcut at the main menu while a recording is running now reminds you that it is still going and to open a map to manage it.
Fixed a bug where leaving an aircraft, bike, or vehicle the wrong way, such as crashing or exiting the map mid trip, could leave you unable to pause, quit, or hook until you reloaded. Your controls are now always restored if they get destroied, or if you reload the map.
Made it so blockages and force fields are now detected when you fall or land on them, not just while walking, so dropping or jumping into one now stops or strikes you the same way it does on foot.
Fixed a bug where dying in a hazard on a 3d map sent you back to your last checkpoint at the wrong height; it now restores your altitude as well.
Fixed the sonar not playing the tile sound beneath you while jumping in 3d maps, the way it already does in 2d.
Fixed the sonar doing nothing on 3d maps while set to follow you, since facing forward or backward was not recognized; it now scans whichever direction you are facing, including up and down.
Made it so pressing escape in the recording menu now says canceled, and the close button on the device selection screen is now the last item in the menu.

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

Here's the download link, 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.

#174

Hey guys. I just released yet another quick bug fix and feature update for this game. Please check it out.
Before I continue, I did update the sounds again, but this time, I strongly recommend you to redownload them, as I added some new sounds for a few of the new entities that you can now build.

With that, here's what's new from versions 13.4 to 13.5.

You can now build sensors in the builder menu. A sensor is the contact-triggered variant of a switch: stepping into its area fires the on command and plays the on sound, and stepping out fires the off command and plays the off sound. These come in standard (single tile) and ranged (rectangular area) variants, both in the interaction category alongside switches.
Added the ability for trampolines to have a cooldown between bounces, defined per-pad in milliseconds. The trampoline builder has a new cooldown input box right after the bounce power, defaulting to 500. When you land on a trampoline, the land sound plays and the pad goes quiet for the cooldown duration before launching you again, giving you time to walk off or settle instead of bouncing immediately.
You can now build trampolines in the builder menu. A trampoline launches you straight up to a configurable bounce power whenever you step or land on it, with a chosen trampoline sound for the spawn, rise, and land moments. Available in 2d and 3d maps only, since topdown has no vertical axis to bounce on.
Fixed a bug where the pause sound would refuse to play properly upon opening the pause menu.
You can now build speakers in the builder menu. A speaker plays the same soundtrack from two points: a left channel and a right channel, simulating a pair of stereo speakers as you move around relative to them. Pick the soundtrack from the musics or sources categories and set its volume and pitch, just like you would do with a sound source.
Added the ability for Walls to spawn a destruction platform when they are broken, picked at random from a category of debris tiles. The wall builder has a new destruction platform list right after the wall pitch slider, with choices none, air, ash, branch, brokenglass, debris, fire, rocks, rubble, and woodpile. Choose none for no spawn, air to leave a clean air tile (like a shattered window), or one of the debris categories to drop a random matching tile across the wall's footprint.
Made it so air movement speed while jumping now scales with your stamina, just as walking and running already did. Lower stamina means slower horizontal movement in the air.
Made it so holding alt while jumping now doubles your overall air speed, the same way it speeds up walking on the ground.
Fixed a bug where jumping or falling onto a wall would bounce you sideways: left or right in 2d maps, and forward or backward in 3d maps. Jumping into an overhead wall now stops you cleanly at the cell below the ceiling and you fall straight back down, jumping from a wall tile lands you back on the same tile, and falling onto a wall lands cleanly. Walking into a wall on foot still bumps you back the way it always has.
Fixed a bug where the camera and spyer reported the wall instead of a user-built platform sitting on top of it, and the camera would bounce back from such a cell rather than entering. The camera now passes through, names the platform you'd actually be walking on, and the spyer lists the platform tile.
Fixed a bug where holding the camera key and pressing a shared shortcut would fire both the camera action and the non-camera action at the same time, such as triggering a camera readout plus a weapon reload message. Affected shortcuts include reload, weapon reflection toggle, sonar facing, info readouts for stamina and shield, and the aircraft landing key. They all back off while you are in camera mode.
Added some slash commands that were missing from the command blocker's list.
Fixed some bugs with the find dialog when searching a list, such as in the edit line menu. Typing a search no longer moves the underlying list around as you type, a search that finds no matches no longer freezes the game, and a search now returns you to the list when it finishes, speaking nothing found if there were no matches.
Made it so building a 3d platform or staircase over a wall now takes precedence and makes that spot walkable, and building a wall over a platform blocks it again. Whichever you built last wins, matching how 2d maps already worked.
Fixed a bug where pressing the descend key while standing on a 3d platform would drop you into the air and start a fall. You now only step down onto a platform that is actually beneath you.
Made it so objects that have a pitch setting, such as platforms, walls, staircases, lifts, and the sound and url sources and ambiences, can now be pitched much higher than before, all the way up to 1000 instead of the old 500 ceiling. Hold control while adjusting a slider to jump in larger steps.
Fixed non looping sounds going silent for good after being paused, such as during a menu or a freeze. They now resume from where they left off instead of never coming back.
You can now build url ambiences and url sources in the builder menu. These stream their audio from a web link instead of a bundled sound file and have their own volume and pitch options. A url source plays continuously across its area, while a url ambience only plays while you are inside its zone.
Fixed effect space values being saved with long messy decimal tails. Effect settings like reverb, echo, and the rest will now write clean rounded numbers moving forward.
Fixed a bug with the setting for clearing entities after dying, which would keep resetting itself and was bleeding into ordinary map switches. It now stays where you set it and only affects death: with it enabled, dying clears the map and respawns you in place instead of reloading the whole thing.

That's all for now. Stay tuned for more updates to come!
Here's the download link, 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.

#176

um whare is the github link at
leeeeeeeeeeeeeeeeeeeeeeeeeeeenk thang leenk loiueaol

#177

lol

#178

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!
My youtube channel: https://www.youtube.com/@audiogames_123

#179

I put the itch.io link up there because that's where I'm hosting the game.
-- (AJ):
um whare is the github link at

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

#180

Yes, partly so.
-- (Dobby):
haha, did you make that trampoline because of my idea to have a weapon that bounces you?

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