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Version 8.2 Platform Builder Version 8.2

Patch 3:

  • Improved some lag issues when there shouldn't be lag.
  • Fixed: With player 2 command not working.
  • Fixed: Setting a variable to a negative value not working.
  • Fixed: Buttons in view settings of area and world editor do not always respond properly
  • Fixed: Error when using a custom menu with no menu items in it.
  • Fixed: Area save file gets corrupted if you click on two red "edit" highlights at the same time.


Patch 2:
  • Fixed: Error when harming stock enemies with more than one hitpoints.
  • Fixed: Block trigger command doesn't work if there is no item spawning for the block.
Patch 1:

  • Improved some functionality with commands returning values
  • You can now exit the tile viewer by clicking outside of it
  • Fixed: Enemy alpha resets to 100 after getting hurt, even if the alpha was previously lower than that
  • Fixed: Error on page 6 of the manual
  • Fixed: There are a few issues with the in-game tutorial
  • Fixed: Moving ranged attack may not reset character sprite after the attack has ended.
  • Fixed: Character may be stuck in harmed stance if attacking right after getting hurt.
Updates:
  • Pro only: Added physics controls for custom enemies
  • Added more options for attack moment
  • Updated commands to for attack moment, and made it possible to set the moment to any number with commands
  • Added controls for knockback physics of character
  • Added jump tolerance and jump anticipation physics controls for character
  • Added commands for the new character physics
  • Added enemy command prompt for harming another enemy
  • Added enemy movement style to avoid the character
  • Added a new kind of variable to commands: The local variable. local vars are specific to whatever is calling the command. I updated this page on the forums to give an example of using local variables.
  • Negative values can now be used in the command prompt
  • Decimal values can now be used in the command prompt (where applicable)
  • "timeline location" is replacing "timeline position" and the value is measured in seconds instead of 10th seconds. Although "timeline position" still works, "timeline location" is better because you can now use decimal points. So instead of saying "timeline position = 65" for 65 tenths of a second, you say "timeline location = 6.5" for 6.5 seconds. It's much easier to understand.
  • Bracketing things in the command prompt is no longer necessary when they are on the right side of an operator
  • Varibles only need to be defined once. In other words, placing "var," "game var," etc. before a variable name is only necessary the first time you use it. After that, you can just use the variable names by themselves.
  • Fixed: Enemy ledges jump movement is not working
  • Fixed: There is a problem getting the correct bounding box when changing enemy sprites
  • Fixed: There are some sizing problems with invisible expand blocks
  • Fixed: Long invisible expand blocks may disappear when parts of them are too far off screen
  • Fixed: Error when trying to move invisible solid block
  • Fixed: Managers from command prompt in timeline editor and menu editor do not scroll down properly
  • Custom enemies which are set to move across ground will begin going in the direction of the nearest player

August 17, 2020, 02:18:20 AM
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Re: Version 8.2 Well done!
August 17, 2020, 09:03:41 AM
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Casey is here to make the pixels look nice! Hi everybody!  Thought I'd check in and say hi - I'm your new graphics slinger!  I won't be around a ton, as I've got a lot of pixels to get updated, but I wanted to say hi!     :D

A little about me (other than what's in my official bio!) - I'm an avid video game player, a voracious reader, and generally love making things, whether it's crafts, pixel art, or sourdough bread. 

September 14, 2020, 06:32:22 PM
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Platform Builder Sprite Reveal! Hi everyone!


I just posted an update on the "Coming Soon" page with a video announcement revealing a few of the new sprites and graphics for the upcoming Platform Builder 9!


I'm announcing this here so that everyone is noticed. If you don't already have an account with the forums, you will need to create a free one so that you can visit the Coming Soon Page on the forums and see what's coming up! And of course, we love seeing new members introduce themselves and contribute to the conversations we have here.

Any comments can go in the page with the actual video reveal.

Best,
TingThing

September 18, 2020, 05:30:04 PM
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Re: New CGM Song (I promise this isn't junk) you know it already, but I must say this tune is pretty catchy.
the difference between this and your previous work is night and day, and it's great to see such progress. although you do probably realise there's still much room for improvement

September 21, 2020, 08:39:30 AM
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Re: New CGM Song (I promise this isn't junk) Already watched it like 2 weeks ago, but still a very nice.
Also 2way games sounds like an actually good studio name, far better than the "[insert name here] games" we see everywhere here. Id say its even better than my "Doriyah Studios".

September 23, 2020, 04:09:16 PM
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Soft freeze command Since the 6.1 version, there is a freeze command that allows to freeze the game. However, when it's applied, no commands can be applied, so this command is useless. So I think that an important command to add would be a soft freeze command, which would be much more useful since it allows for custom pause menu using hud and player button commands.
What is paused? Entity movement and entity animations, but also some other stuff (something that should be pretty obvious, im not mentioning them because of my lack of time).
What isn't paused? Commands (ex: player commands that would be used for pause menu controls, as specified earlier) and hud animations (which I will come over in the pause menu section). However, if commands affecting entities are executed, their effects will be applied but will be visually reflected at the next frame.
How would it allow making a pause menu? Since the hud sprites are not paused, we can use them for the pause menu. For the option menu, we can use player events on the character (when pressing up scroll up) and values for the selection id, etc.
How to prevent other events from unpaused mode to trigger? Just use a value "is paused" and do a value check at every of you events. Simple as that. (note: TingThing could also add a soft freeze check command to optimize more stuff and free a value name but thats not needed)
Anything else??? No I recognize I explain stuff badly but I don't have much time rn

September 24, 2020, 02:30:42 PM
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More ingame settings controls Commands to change settings like sound, screensize, and controls, so we don't need any additions to the premade title screen and we can make real title screens using levels.
Code: [Select]
gamevolume = 17 (in %)
screensize = 1/1.25/1.5/full
value = lastkeypressed p1keyboard/p2keyboard/p1gamepad/p2gamepad (just a thing to set a value to the id of the last button pressed, you can also add p1keyboard, etc... after to limit it to a specific peripherical)
setkey p1keyboard/p2keyboard/p1gamepad/p2gamepad up/down/left/right/jump/attack/pick/use = value (what to do after the last command)
This could also be used for pause menu but we would need the soft freeze command that I discussed in my soft freeze thread.

September 24, 2020, 02:38:05 PM
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Let's make this the most liked post on the forums or has i like to call it now: (Continuation of the title: The Likes' Wars)
Idk why just lets do it

September 27, 2020, 06:34:24 PM
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Re: Let's make this the most liked post on the forums fine, if that what makes you happy  ::)  ;)
September 27, 2020, 08:00:39 PM
1