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SimpleFighter revival.

Założony przez DevilGuardian 212 wpisów ostatni wpis 13 dni temu Strona 11 z 11

#201 Edytowano

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 Edytowano

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.

#205

Hey guys. I just released a huge update to fix a crapload of bugs, along with some new major enhancements.

Here's what's new from versions 14.7 to 14.8.

You can now build a map variable in the builder menu. A map variable is a positionless, named number that you set once and then reuse anywhere below it by writing its name with a dollar sign, like $spot, which is filled in with its value when the map loads. Its value can be a plain number or a random range like random(5,40) that is rolled a single time and then shared, so a sign, a travelpoint, and a sound source can all sit at the same random spot, which a plain random cannot do because it rerolls every time. Because a variable must be defined above the lines that use it, you build the variable first and then the objects that reference it, and a reference to a name you never defined is left as plain text and flagged in the map errors box.
Renamed the draw slash command to drawweapon, or drw for short, and added a matching drawshield command, or drs, that equips a shield by type the way choosing it in the shields menu does, playing its draw sound and readying it to be raised with the shield key. So a switch, macro, or the console can now hand your character a shield as well as a weapon; drawshield takes one shield type, while drawweapon still takes a weapon's category and name as draw did. Any macro or command that used draw must be updated to drawweapon.
Added the despawn slash command, or dsp for short, which removes an object from the running map — the in-memory counterpart to spawn, and the natural partner to put on a switch's off side. Type the object name alone to remove the most recently spawned or built one of that type, or add coordinates like despawn sign 5 0 to remove the one at that spot, matching a ranged object such as a wall by its minimum corner. It plays whatever removal sound the object carries, such as a helper's or a floor breaker's, and clears any backing tiles the object laid down. Removal is in memory only, so nothing is written to the map and a reload brings everything back, and it runs silently apart from saying when there's nothing of that type to remove. Unlike unbuild it also works on a compiled, shipped map, but there only when a switch, sensor, input, or map timer fires it.
Added the unbuild slash command, or ub for short, which removes an object you built onto the map — the counterpart to build. Type the object name alone to remove the most recently built one of that type, or add coordinates like unbuild sign 5 0 to remove the one placed there, matching a ranged object such as a wall by its minimum corner. It removes the object's line and reloads the map, works only on decompiled maps, and undomap can bring a removal back.
Made it so certain slash commands now work on a compiled, shipped map when a switch, sensor, input, or map timer fires them, while typing them into the console or firing them from a macro there still does nothing, so an author can build them into a finished map without handing players a way to cheat past its design. These are spawn, go, gozone, suicide, and the position commands.
Made it so the changemap command can now travel between compiled, shipped maps: it now finds and loads the destination's compiled pack, falling back to the decompiled version when there's no pack, where before it only looked for a decompiled copy and failed on a shipped map.
Fixed a bug where the destination coordinate for the changemap command was checked against your current map's range instead of the map you were changing to, so a coordinate that was valid on the destination could be wrongly rejected.
Added a set of placeholder tokens that fill in your character's live values the moment a command runs, so a command can announce or reuse a number without you knowing it in advance. Wrapped in percent signs, they are %health%, %maxhealth%, and %healthpc% for your health, its maximum, and its percentage; %stam%, %maxstam%, and %stampc% for stamina; %level%, %xp%, %points%, %lives%, and %kills%; and %x%, %y%, and %z% for your position. So a switch or macro can now speak %health% of %maxhealth%, %healthpc% percent, and because each token is filled in when its own command runs, setx 50; speak you moved to x %x% correctly says 50. They work in any command, everywhere a command can appear, and the two percentages are given to two decimals like the statistics screen.
Added nine new slash commands for setting your character's exact position one axis at a time. Addx, addy, and addz add to your x, y, and z; subx, suby, and subz subtract from them; and setx, sety, and setz teleport that one axis to an exact value, like the go command but for a single coordinate. Their short forms are ax, ay, az, sx, sy, sz, stx, sty, and stz. Each move is clamped to the map's edges so you can't leave the boundaries, the z commands only do anything on 3d maps, and like the go command they run silently.
Added three new slash commands that speak your character's progress, the same figures shown on the statistics screen. Level, or lv for short, speaks your level, experience, and how much more experience the next level needs; points, or pt, speaks how many points you have to spend in the shop; and kills, or kls, speaks how many entities you've killed in total.

Added nine new slash commands for adjusting your character's level, experience, and points, in the same add, subtract, and set pattern as the health and life ones. Addlevel, sublevel, and setlevel change your level; addxp, subxp, and setxp change your experience; and addpoints, subpoints, and setpoints change the points you spend in the shop. Their short forms are alv, slv, stlv, axp, sxp, stxp, apn, spn, and stpn. Gaining enough experience levels you up the normal way, awarding points and the level-up sound, while the level commands set your level directly without paying out those points. They run silently and aren't available in the arena.
Added three new slash commands for adjusting your character's lives, alongside the health and stamina ones. Addlife adds lives, sublife takes lives away, and setlife sets an exact number; their short forms are alf, slf, and stlf. Losing a life through sublife refills your health and clears your broken bones with the life-lost sound, and running out of lives ends the game on your last one. Addlife is silent, and setlife is silent unless it sets your lives to zero; none of them are available in the arena.
Brought back the miscellaneous sounds viewer, but as a new slash command, miscsounds, or mcs for short. It opens a menu of every sound the play command can use; move through the list to hear each name, press space to play the highlighted one, and escape to close.
Added four slash commands for controlling a running map timer, so a switch, sensor, or input can change the clock mid map. Addtime and subtime add or remove time, settime sets the remaining clock to an exact value, and stoptime calls the timer off without running its time command; their short forms are att, sut, stt, and spt, and each time is a number of seconds or clock form like 1:30. They work even on a compiled map, where building and spawning cannot, and say there's no timer if the map has none.
Added six new slash commands for adjusting your character's health and stamina from the console, a switch, or a macro. Addhealth and addstam add an amount up to full, subhealth and substam take an amount away, and sethealth and setstam set an exact value; their short forms are aht, ast, sht, sst, stht, and stst. Each takes an amount in points, or you can append true to make that amount a percentage of the maximum instead. Health reaching zero costs a life, or ends the game on your last one, while stamina simply stops at zero. They run silently and aren't available in the arena.
You can now build a map timer in the builder menu. A map timer is a positionless, whole-map countdown that runs the slash commands you give it as it ticks down, to announce the time left, beep out a final countdown, and act when it reaches zero; the time command runs at zero to end or move the player. Its commands can drop the remaining time into what they speak with placeholders like %minutes% and %second%, and the maptime command, or mt for short, speaks how long is left. Beating the timer means reaching a travelpoint before it runs out. Its time, period, and count values can be written as a plain number of seconds or in clock form with colons, so 1:30 is a minute and a half and 2:5:30 is two hours, five minutes, and thirty seconds.
Fixed a bug where the keyboard typing sound still played when you pressed a key in an input box that had already reached its character limit, even though nothing was entered. A key that isn't accepted is now silent.
Fixed a bug where double quotes in a command bound to a switch, sensor, or input were deleted when it was saved, so a command that spawned or built another object with quoted text of its own, such as a sign or a nested input, was broken. Such commands now keep their quotes and run correctly.
You can now build text inputs in the builder menu. A text input opens a box the player types into and runs a slash command based on what they entered, optionally grading it against a correct answer with a limited number of tries; it builds as a single tile or a ranged area.
You can now build menu inputs in the builder menu. A menu input opens a list of choices you wrote when the player presses the interact key, and each choice runs a slash command the way a switch does; it builds as a single tile or a ranged area.

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/V14.80/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.

#206

Hello everyone. I just released another huge update to fix a bunch of bugs I found in the last severel versions of the game, along with some major enhancements.

Here's what's new in version 14.9.

Made it so sequences can now sort numbers, not just match a fixed combination. Building a sequence now asks for a sort mode: custom is the original behavior where you type the exact combination, while ascending and descending instead ask for a count and require the player to enter that many numbers in order, lowest to highest or highest to lowest. Point the feeding switches at random map variables and the numbers, and the correct order, change every play, so you get a sort-the-numbers puzzle without typing any combination; see the sequences help topic.
You can now build a sequence in the builder menu. A sequence is a positionless combination lock: you give it a name, an ordered list of step tokens like 7,4,9, and a command to run when they are entered in order, and switches feed it one token at a time with the new seqstep command. A wrong step runs an optional fail command and restarts the combination unless you turn that off, while completing it runs the command and re-arms unless you mark it single use; there is also a seqreset command to clear progress and a %seq:name% token for how far along you are, so a switch can speak it. Because its commands are ordinary slash commands, it pairs with map flags and logic conditions, so a keypad can set a flag a door then reads; see the sequences help topic.
Added two new experience tokens to go with %xp%, which is your current experience: %xpneeded% fills in the total experience required for your next level, and %xpleft% fills in how much more you still need, the same number the combat log reports when you level up. So a command or a logic condition can now report or react to how close you are to leveling.
Added three new slash commands for changing your character's jump height by its level: setjump sets it outright, addjump raises it, and subjump lowers it, with the short forms stjp, ajp, and sjp. Jump height runs from 1 to 20 with 5 as normal, the same scale the jump-height keys use; the commands keep the result within that range and run silently, and jumping has no effect on topdown maps. A matching %jump% token fills in your current jump height anywhere a command runs, so a command can report it or a logic condition can branch on it.
Added some new map boundary tokens, %minx%, %maxx%, %miny%, %maxy%, %minz%, and %maxz%, which fill in the current map's minimum and maximum edges on each axis anywhere a command runs, alongside the existing %x%, %y%, and %z% position tokens. A command or a logic condition can now compare your position against an edge, such as checking whether %x% has reached %maxx%, or place something relative to the map rather than at a fixed spot, so a map written this way works at any size.
Added three new slash commands for changing your character's movement speed by its level rather than in milliseconds: setspeed sets it outright, addspeed raises it, and subspeed lowers it, with the short forms stsp, asp, and ssp. Speed runs from 1 to 20 with 5 as normal and higher being faster, the same scale the speed keys use; the commands keep the result within that range and run silently, so a switch, a macro, or the console can adjust how fast your character moves. A matching %speed% token fills in your current movement speed anywhere a command runs, so a command can report it or a logic condition can branch on it.
Added logic conditions, a builder element that brings if, elseif, and else branching to a map: you give it one or more conditions written from your live game state, like %health% >= 50, %flag:door% == 1, or %item:keycard% >= 1, each with a slash command, plus a final else command, and it runs the first branch whose condition is true or the else when none match. It can check the moment you enter its area, when you press the interact key inside it, or continuously while you are inside firing whenever the outcome changes, and because it reads map flags and item counts it is the way to build doors that need a key, health-based reactions, counters, and branching events. A new %item:name% token, filled in with how many of an item you are carrying, works anywhere a command does; see the logic conditions help topic.
Added map flags, named numbers a map remembers while you play it, set with the new setflag, addflag, subflag, and clearflag commands and read anywhere by writing the flag's name as a token like %flag:coins%, which fills in the current value or zero if the flag was never set. A flag starts at zero and changes as you play, so a switch or sensor can count coins, remember that a door was opened, or track enemies left, and any command or spoken text can report the running total; flags reset each time the map loads and are not saved. The new flags command, or fgs, lists every flag currently set and its value, and the same list is available from a menu zone. See the map flags help topic for the full picture.
Fixed a bug where dying on your last life sent you back to the start of the map instead of the checkpoint you had reached. Now a death from a hazard, an enemy, a fall, or a health command correctly returns you to your last checkpoint.
Made it so the suicide slash command, or sd for short, now ends the game outright no matter how many lives your character has, where before it only cost a single life when you had spares to fall back on. It still plays the hit sound as it wipes you out.

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/V14.90/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.

#207

Hello peoples! I just released the next major update for simple fighter!
I'd like to let you all know that this will be the last version this game will ever receive. I've grown tired of maintaining it, and therefore will no longer be working on it in the future.

I'll still keep the repository up, including the game's map server. The sounds are also updated as well, so please redownload them if you want to get the latest content.
With all that in mind, here's what's new in version 15.0.

Added three new ways to read the state of the map you are on. Two new tokens, %mapname% and %mapmode%, fill in the current map's name and its mode, either 2d, topdown, or 3d, anywhere a command or an element's text runs, so a sign can greet you with the map you are standing in. A third token, %count:type%, fills in how many of a kind of entity are on the map right now, like %count:npc%, covering everything the kill command acts on plus items, so a logic condition can open the exit the moment %count:npc% reaches zero. And a new count command, or cnt, speaks that same tally out loud, such as count npc, which is handy while building or playing.
Made it so moving yourself while riding a transport now always keeps the transport with you, so you can no longer get separated from the machine you are aboard. Before, only the go command carried your aircraft, vehicle, or bike along when it relocated you; now the single axis position commands, like setx, addx, and setz, do the same, and being knocked back by a weapon drags the machine with you instead of leaving it behind with its engine still running at the old spot. Whatever moves your character, you and your ride travel together.
Rebuilt the go command so it can move objects around the map, not just teleport your character. Go still takes a coordinate to move yourself, but you can now put an object name first, like go npc 5 5, to send the newest one of that type to a spot instead, the same naming the other commands use. It moves single-spot objects: npcs, security cameras and jets, containers, tts enemies, aircraft, vehicles, bikes, fires, teleporters, bombs, time bombs, mines, winds, spawnpoints, and checkpoints, but not ranged things like signs, walls, or zones. If you move a transport you are riding, or move yourself while aboard one, you and the machine travel together. The old way of naming an npc by its type and subtype is gone.
Rebuilt the kill and killall commands so they work on anything you can destroy, not just enemies. Kill now takes any killable object by name or by coordinates, the same way despawn does; typing kill wall, or kill sign 5 0, brings it down exactly as a weapon would, playing its death sound and paying out any experience it rewards. Killall with no object clears the whole map at once, or you can name a type, like killall projectile, to clear just those. Between them they cover npcs, security cameras and jets, containers, tts enemies, aircraft, vehicles, bikes, walls, platforms, staircases, doors, spikes, and destroyable projectiles, signs, clocks, and calendars. On a shipped map only a switch or the like can fire them now, not the console.
Added an auto flight setting to the security jet builder form. Turn it on and the jet starts the map already up in the air, cruising high overhead, instead of waiting on the ground for your first hit to send it up; it comes down after its flight time to hunt you along the ground, and from then on behaves like any other jet, climbing again only when you land a hit on it. Left off, a jet still begins grounded and takes off the moment you first hit it, exactly as before, so this only changes how a jet you build starts out.
You can now build a security jet in the builder menu. A security jet is an enemy plane that hunts you along the ground and rams you when it reaches you, and the instant you land a hit on it, it takes off and cruises high overhead before dropping back down to chase again. You wear it down with your weapons across these passes, easiest while it's on the ground but you can hit it in the air too, even ramming it with a glider; bringing one down earns you experience, and you can tune its speed, health, attack, how high it flies, and how long it stays airborne.
Made it so defeating something set to give no experience no longer writes a line to your combat log. Before, destroying a security camera, container, or projectile, or defeating an enemy, whose experience was set to zero still logged a pointless zero experience gained, defeated line; now anything worth no experience is defeated silently in the log, while things that do reward you still announce it as before. The kill still counts and any loot still drops either way.
Made it so a container that's chasing you now gives up and vanishes if you outrun it, instead of stopping and waiting. Once a moving container has noticed you and given chase, slipping back out of its seeing range makes it quit and remove itself for good, so setting a smaller seeing range is a real way to escape one by running. A stationary container, one you've set with none of its move axes turned on, stays put as a fixed trap as before, since it was never chasing you to begin with.
Made it so the map downloader no longer lists a map you already have. A map you've downloaded drops off the download list the instant it finishes, so you can't grab the same one twice, and if you already own every map on the server it now tells you so instead of offering them again. The old overwrite prompt is gone, since a map you already have never appears to be picked in the first place.
Brought back experience rewards for destroying projectiles. A destroyable projectile can now be given a level and an xp value, and shooting it down earns you experience scaled by both, announced in your combat log the way defeating a security camera is; leave its xp at zero for a projectile that gives no reward. The projectiles a projectile zone fires reward experience too, scaled to your level.
Removed turning on the spot from 2d maps. Pressing an arrow key now always steps you in that direction and faces you that way, instead of the first press only pivoting you in place, and the enable turning on the spot for 2d maps setting has been retired. To face a direction without moving, hold alt and shift and press the arrow, page up, page down, w, or s keys, the same as you already do on topdown and 3d maps.
You can now build a container in the builder menu. A container is a roaming trap that hunts you down, catches you when it reaches you, and carries you high into the air before dropping you, so the fall is what hurts you. It rolls right through walls and chases you while you're inside its seeing range, but you can shoot or hack it apart with your weapons; destroy it while it's still rolling and it can never lift you, and even after it grabs you, you can keep firing to break it and cut your fall short. Bringing one down earns you experience, and you can tune its speed, health, how high it lifts you, and how long it hovers before it lets go.
Fixed a bug where fires, teleporters, and winds would keep chasing you forever once they first noticed you, no matter how far you ran. They now behave like npc creatures do: each one pursues you only while you're within its seeing range, gives up and stops where it stands the moment you slip back outside that range, and picks the chase up again if you come back within range. Setting a smaller seeing range is now a real way to escape one of these traps by outrunning it, instead of only being able to wall it off or destroy it.
Made it so a weapon can now decide whether its own bullets are allowed to hit the person firing it. A new hit player setting, when turned off, lets your shots pass harmlessly through you wherever they travel, including on the way back from a wall bounce, so you can fire freely in tight spaces; when left on, your bullets can still curve or ricochet back and wound you as before.
Made it so an npc creature that dies from an unassisted fall no longer gives you experience, since you didn't land the blow yourself, though it still counts toward your kill total and drops its loot as usual. Knocking an enemy off a ledge yourself, with a weapon that pushes, is the exception and still pays out experience and the defeated credit, since that kill was your doing; only a creature that falls or wanders off on its own goes unrewarded.
Made it so npcs can now navigate around simple obstacles instead of getting stuck on them. A creature chasing you no longer backs off a ledge or paces helplessly when a wall blocks its path; on 3d maps it follows along a blocking wall to get around its end, and it climbs a staircase or ladder to reach you when you're higher up instead of milling around on the ground beneath you. This is local obstacle avoidance rather than full path finding, so a wall that completely boxes a creature in, or an opening only on the far side of a very wide wall, can still stump it.
Made it so a long fall can now hurt an npc creature, which cries out as it lands and has the damage shown in your combat log. A creature that drops eight tiles or more takes damage when it lands, scaled by how far it fell and softened by its defence, and is briefly stunned as it slams down, so knocking an enemy off a high ledge can wound or even kill it. A short drop is harmless, and a fall zone spares a creature the same way it spares you.
Made it so npcs are now affected by gravity. A creature left standing on nothing, because it walked off a ledge chasing you, was knocked into the air, or was spawned above the ground, now falls to the ground below instead of hovering in place, landing with a heavier sound the farther it dropped. Each creature has a new flying setting that keeps it airborne if it is meant to hover, like a bird or a ghost, and a grounded creature only walks off a ledge on its own while it is chasing you with its chase terrains option turned on.
Made it so the text that map elements show the player can now carry the same live tokens that commands use, so a sign, a dialog, a text square, a timed text, a blockage, or a text or menu input's prompt and choices can read out your current values as the text appears. Write something like your health is %health% or you have %flag:coins% coins into the text and it is filled in the moment it is shown; the flag, item count, sequence progress, and random tokens all work too, and a plain percent sign is left alone unless it exactly spells a token.
Made it so fighting on broken bones now jolts you with a stun of pain that briefly freezes you in place, the same way moving on broken bones does, and firing your weapons while your bones are broken is no longer blocked, so you can still fight hurt but the strain can seize you mid-shot. Stuns in general now hold you for their full moment as well, so a stunning weapon, a hard fall, or an enemy's stunning hit briefly freezes your character, where before the freeze slipped away almost at once.

That's all for today. Stay tuned for any future announcements!
I just wanted to say I'm extremely proud of how far simple fighter has come. I never could have gotten it here without all of you guys.

Thank you so much for playing it, building with it, and being part of the ride. Keep making maps, keep having fun, and take care!
This has been quite the fun experience. If you guys upload any maps, please let me know so I can approve them.

Here's the download link, accessible on github.io.
https://github.com/tsatria03/SimpleFighter/releases/download/V15.00/SimpleFighter_password_is_SpfBuilder.7z

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

#209

Yes, and thank you.
The people who love you the most, are the people who matter most in your life.

#210

It is unfortunate that this game is dying. I had so much fun playing this game, dispite playing for a cupple months, it is a verry good game and will be missed.

#212

Yes you can. Just because I stopped working on it doesn't mean I'm going to delete the game from existence.

-- (Blindsoft_3):
It is unfortunate that this game is dying. I had so much fun playing this game, dispite playing for a cupple months, it is a verry good game and will be missed.
--
The people who love you the most, are the people who matter most in your life.