Games

SimpleFighter revival.

Started by DevilGuardian 197 posts last post 6 days ago Page 5 of 10

#82

The aircraft and aircraft beacons show no lines in the builder.

#83

What do you mean? If you are running version 8.8 of the game, it should.
The people who love you the most, are the people who matter most in your life.

#85 Edited

Do not play the source. It's not complete yet. Play the compiled release.
The people who love you the most, are the people who matter most in your life.

#87

Tried re-downloading the software. Nothing worked

#89

me too. Or to make a thing like in sketchbook
Tralalalalaaaaaaaaaaaaaa!

#91 Edited

They don't do much at all. I haven't had the time to propperly asine actions to them. All they do is turn on and off.
The people who love you the most, are the people who matter most in your life.

#92 Edited

am I the only one with no sounds in the executible installer? Downloading sounds doesn't work
Vox tech, trust us.

#93

And one more question, in the readme I can't find any aircraft info. How exactly do they work?
Vox tech, trust us.

#94 Edited

If you've played bk3 before, you should be able to figure out how they work. If not, you press enter to get on one and take off. After the takeoff sequence finishes, you can press up and down to change the altitude, left and right to change the speed, and shift left and right to turn the aircraft left and right. You can also press L to enable the landing gear. You need to build a landing becon for that to work, otherwise you'll be in the air for ever, unless you go too low, causing the plane to crash.
The people who love you the most, are the people who matter most in your life.

#95

A landing gear beacon is the aircraft beacon in the builder menu right?
Vox tech, trust us.

#96

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

#97

Also it would be nice if u could focus on tts enemies again. it would be great if we had working tts enemies where we can set tts pain sounds, tts loop sound and tts death sound.
My youtube channel: https://www.youtube.com/@audiogames_123

#98

Oh yes. Those were a thing in v7.0, but I had to remove them because they lagged out the entire map upon load.
The people who love you the most, are the people who matter most in your life.

#100 Edited

Hello everyone! It's been quite a while since I last updated this game!
Just like with my other games, I've been really busy lately, and haven't had the time to work on it as much as I used to. Either way, I decided to get back into this game farely recently, and therefore prepared a massive update for you guys.

I was gonna release the updates one at a time, but then got carried away as usual. I'd say it's worth it this time because I'm getting closer and closer to a patencial 3d capable refactor of this game in the near future.
Anyways, with all that rambling out of the way, here's what's new from versions 8.9 to 9.9. I'm only going to summarize the top 10 features that are the most significant to not only me, but you guys as the players.

I doubt y'all want to sit and read through pointless bug fixes and enhancements that keep this game afloat. So, here are the top 10 enhancements I made for the game.

1.
NPC System Overhaul
The four old creature types were merged into one unified npc system with seven categories: animals, humans, robots, zombies, specials, bosses, and helpers. Each creature lives in its own folder with a single info file, and one builder form covers every type. Helpers read their targets list inversely as a protected list, so targets=player,helpers defends you and attacks everything else. Bosses and turrets were retired entirely because the npc system grew powerful enough to do everything they did and more, including phase-driven combat, minion launching, defence stats, and per category scaling.

2.
Three Stage Combat States
Creatures now have three life stages instead of one. They start in a normal state, drop into a wounded state once their health crosses a configurable threshold (where they flee instead of chase), and finally enter a healing state where they sit out of sight and regenerate. Every numeric stat can be tuned per state using a colon delimited triple. On top of that, hit and run flees for a configurable time after every successful attack, provoke speed gives a creature a separate movement cadence used only when angry, and teleport fields let any creature randomly jump on x, y, or both.

3.
Targets, Chase, and Terrain
A creature's targets field decides who it fights, accepting any combination of npc categories, all, or none, so you can stage rival packs that fight each other while you watch. Chase mode controls when a creature pursues (sight, always, provoke, random, never) and what it does in between (none, roam, patrol). A terrain field restricts which surface tiles the creature can step onto, with optional per tile charge speeds that turn specific tiles into defended territory, and a chase_terrains flag drops the restriction when the creature is provoked or fleeing.

4.
Armed Humans
Human npcs now fire bullets and projectiles through the same weapon code path the player uses. A human's shot inherits the weapon's full info file, including damage, range, bullet speed, fire cadence, ammo, stun mode, and launch type, so a sniper rifle in human hands actually outranges a pistol and a rocket launcher launches rockets that travel through the world. Weapons also got a new stun mode field that freezes whatever the bullet or projectile hits for a configurable time, working symmetrically on both npcs and the player, and gated on damage going through.

5.
Object Tracking
A new tracking system lets you mark any object on the map and follow it from anywhere. Pressing enter on an entry in the object info menu starts tracking, the n key speaks where it is in the form "above and to the right, 175 feet away," and shift plus n stops tracking. Walking onto the tracked tile or into its bounds plays the tracked clip and announces "target reached," and the tracker silently clears if the object leaves the map.

6.
Ranged Doors and Passages
Doors and passages got a major upgrade across the board. Ranged doors and ranged item doors define a rectangle instead of a single tile, so you can open them from anywhere inside and any damage source landing in the rectangle hits them. Doors and passages now share four new use modes (give, take, givepass, takepass) that hand out or consume items on use, key mode actually consumes the matching key now, and passages have a width field so they can span multiple tiles thick.

7.
Effect Space Builder
The reverb space builder was unified into a general effect space builder supporting eight effect types: echo, reverb, lowpass, highpass, chorus, distortion, phaser, and flanger. Sliders use the audio engine's native units (0 to 1, 0 to 2, 0 to 3, or 0 to 5 ranges with two decimal precision), so the form value, file value, and engine value all match. Multiple effect zones of different types can overlap, each tracked independently, so a zone can apply reverb and lowpass at the same time. A help topic covers all eight effects and their parameters in detail.

8.
Obscurity Zones
Obscurity zones let you selectively hide entity types from the spier, the object info menu, or both based on where the player is standing. The zone has a checkable list of entity types like doors, npcs, walls, and hazards, and a whitelist toggle that flips the list from hide to show only. A map can have hallways where the spier goes silent on traps, rooms where the info menu only lists npcs, or any mix of the two without disabling either system outright.

9.
Tabbed Build Menu
The flat build menu was replaced with a tabbed form, with categories like audio, construction, transitions, traps, kombat, and zones across the top. Every audio-related builder, including platforms, walls, signs, switches, hazards, doors, passages, dialogs, and zones, was refactored to a flat form layout where every field shows at once with inline sound previews. Volume and pitch are now form sliders, replacing the separate slider screen that used to appear after each chooser.

10.
NPC Editor and Map Loading
Two big quality of life additions changed how you build and play. The npc builder is no longer a hand-edit-the-info-file affair, with a five button chooser covering add, edit, remove, spawn, and view, where add and edit share a flat form exposing every parsed field as its own input, a path picker for global versus map local writes, and a view button that ties a read only contents box to the focused subtype. Map loading is no longer a silent wait either, with keys for the current percentage, total map size, processed bytes, remaining bytes, a help replay, and a clean cancel back to the map menu.


Those are the major highlights of this massive update. There's plenty more under the hood, but those are the most fundamental changes to show for now.
Stay tuned for more exciting updates to come! PS, this will be the last update untill the next major version comes out, so keep an ear out for that.

Here's the download link for the game, accessible on github.io.
https://tsatria03.github.io/projects/games/SimpleFighter

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