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Springroll Games

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A member registered Mar 07, 2018 · View creator page →

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You'd need to run them in the state scripts or a passive script. If you only run them in Init, then it would only change the hitbox on the first frame of the game.

You should be able to use `hurtbox_anim_match()` or directly set `hurtbox.sprite_index`.

1. Increase `object_surface_size`.
2. Change the palette (https://platformfighterengine.github.io/#/tutorialB6).

Doing "css_character_sprite_scale = 0.5" like that is not the correct way to set a variable. You should be using a constant value (replace "css_character_sprite_scale" with just the number 0.5), modifying the value (do "css_character_sprite_scale * 0.5" for example), or changing the value of "css_character_sprite_scale" directly in "game_settings".

You'll need to change the code in `obj_css_zone: Draw` that draws the character sprites.

Hello, you can join the PFE Discord and then send a DM from there https://discord.gg/kTX3pug

You can use any resolution that is supported by GameMaker. Keep in mind that GM LTS does not have the SVG support yet.

Check how Scalar's Final Smash works, since it freezes the game and plays an animation if you land the grab.

You should be able to use source control or some other kind of diffchecker tool to find which files were changed.

For fixing online pressed inputs: "obj_game: Step", "game_local_input", "game_local_input_online", "game_local_input_online_with_cpu", "game_local_input_write", "ggmr_session_advance_frame", and "ggmr_session_input_add_local".

For touchscreen buttons: "obj_touch_button: User Event 0".

I'm using the latest LTS but I'm on Windows, so it could be a Mac issue. If it freezes on the Main Menu but not on the Logo Screen, you could try removing parts of the Main Menu until you find the object that is causing the freeze.

That's strange, I haven't gotten any reports of it freezing on the main menu before. Is this happening on a clean download of the latest version of PFE? Have you tried using any of the versions from 2022?

Also yes, the most recent version of GameMaker will crash. PFE only works on the LTS branch.

Yes, it doesn't use any extensions, just the built-in packet functions.

Sorry, the description should have also said "Windows only" because that is the only platform it has been tested on. Theoretically it should work on any platform that allows for the UDP functions, but it hasn't been tested.

Oh wow, that's actually correct 😂

I'm also getting that style element popping up on my dashboard. Really strange.

The number of columns in the palette is the number of recolors/skins you can use in-game. The number of rows is how many colors are in the original sprite.

Sounds like a palette issue https://platformfighterengine.github.io/#/tutorialB6

1. Gamemaker uses GML, not Javascript.
2. Open "rm_main_menu". In the Inspector, click on "Instance Creation Order". Make sure "obj_menu_background" is above "obj_main_menu_ui" on the list.

Check the Instance Creation Order in the room, and make sure "obj_menu_background" is created before "obj_main_menu_ui" (note that this is different from the Layer Order)

Make sure that the color hex codes match exactly. If the issue is hard to recreate it could also be a caching issue, in which case you should Clean the project with the brush icon at the top.

Can you post an example image of other colors getting confused for white, with the palette & sprites used?

Make sure you're following the correct palette format. The first column is the sprite colors, while the other columns are the in-game colors. https://platformfighterengine.github.io/#/tutorialB6

You can resize the sprite in GameMaker and add more colors.

I'm not a Github expert so I'm not entirely sure. I know that you can make a new repo, download the old version of PFE you based on the project on, commit, then download the new version of PFE, and that will show you all of the changes. But I don't know if there's a way to go from that to adding all the changes to the project. Maybe if you use a separate branch for it and then merge the branch back into main.

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It was only a few attacks, you can do a Ctrl + Shift + F for "is_reeling" and see which attacks incorrectly used that variable name.
As for updating projects, unfortunately there's no universal way to do that, it depends on which scripts you have changed in your project. You definitely want to use some kind of source control program like Github Desktop. If you haven't made too many changes yet, it would be easiest to make a local package of all your changes and then import them into the new version of PFE, but if you already made a lot of changes, it would be easiest to take the updated files from the new version of PFE and move them back to your project.

Yeah, just keep in mind that the more changes you make on the free version the harder it'll be to move to the paid version.

The free trial version is missing online features, as well as some offline features that use the same functions, such as being able to rewind replays.

There are no time or size limits; it's just a downloadable GameMaker project file.

Transferring a project from the free version to the paid version is difficult (you'd need to merge the two projects with a source control program, which is very time-consuming).

That would be in "move_bouncing", though the issue is hard to recreate.

Discord is here https://discord.gg/kTX3pug. I'm not sure I would call this a Mugen alternative, but it's similar.

If you look at the code and the amount of features it doesn't compare to PFE, so that's why it's free ahaha. Also, auto turnaround is already in PFE, look at "auto_turnaround_passive" 🙂

Well, I finally got around to it.

Please read through the tutorials on the website, they cover all of the basics for modifying the engine https://platformfighterengine.github.io/#/tutorials

You can modify any part of the game and do (almost) anything that GameMaker supports.

You can use whatever assets you can import into GameMaker. Try it on the free version.

That isn't supported by default, but you could give the character a custom "draw_script" that checks which way they are facing and draws a different sprite instead.

Right now there's no support for having 2 players on 1 keyboard - the issue is that it allows you to rebind the entire keyboard, so there isn't a defined "split" in the keyboard. But that's a good idea for a new feature.

Yeah, that's pretty much it.

You can join the PFE discord and then send a DM to Yosi if you want to talk about PFE stuff in a private space.

I don't have experience with console porting. Most of the gameplay logic should transfer easily, but there could definitely be issues with the graphics and networking.

  1. Generally ports should work, but GameMaker is known to have obscure platform-specific bugs. There are also some functions (mainly the ones dealing with the file system) that only work on Windows or Mac.
  2. You should be able to test online with 2 windows on the same machine if you do it in this order:
1. Open the game exe. Set the "Target Port" to a different number. I usually use 63567.
2. Open another game exe. Set the "Ingoing Port" to the same number.
3. On the first game, do "Join with IP" and type in your local IP address.
4. Accept the join request on the second game.

First full release is already available on the page, it's the "[Older Version] Platform Fighter Engine 1.0.0.yyz" file.