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RPM Changelog

Apr 18th, 2017
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  1. Update 7-18-17
  2. ---------------------
  3. -Added Float/Sub-Pixel Movement for NPC objects. Activate by typing "Y" in Alterable String E of your object. Float values are stored in Alterable Values Y and Z. The Nega Angela NPC object now uses this movement.
  4.  
  5. -NPC objects can now ignore collisions. Activate by typing "Y" in Alterable String F.
  6.  
  7. -Edited the default ForEach detection loops to improve Ground and Wall Detection. You can still edit it to fit your needs.
  8.  
  9. -Applied Frame Sync/Delta Time to NPC objects.
  10.  
  11. -Added some more comments to the NPC Group section.
  12.  
  13.  
  14. Update 7-11-17
  15. ---------------------
  16. -Added the "Mask Instance" group (Group.6). When an object is placed in this group, it will apply collision detection and X/Y Speed similar to how the Player Mask is set up. Other features such as Slope Detection and Scenery PushOut are pre-configured. This can be used as a foundation to create other NPCs or enemies. Included is an example of an enemy that walks left/right with slope detection and gravity between multiple instances.
  17.  
  18. -Auto-Side Detect is disabled by default
  19.  
  20.  
  21. Update 5-20-17
  22. ---------------------
  23. -Added Left/Right Wall Detectors. Due to some potential collision errors involving Slope Detect, Wall Detectors were added to help prevent the mask from reading a Left/Right Collision in tight spaces. You can use the "Offset" values in each detector to re-position the detectors.
  24.  
  25. -Added "Enable Detector Check" to the Engine Widget. When enabled, Mask Collisions will not be registered unless the corresponding detector is already overlapping the obstacle. Disabling will use the original system of only relying on the mask collision.
  26.  
  27. -Removed adding towards Y Position during the XSpeed loop, as it was no longer needed to correct slopes.
  28.  
  29. Update 4-21-17
  30. ---------------------
  31. -Fixed issue with Stick to Ground where the mask could potentially be sent downward through the scenery while jumping at certain angles.
  32.  
  33. -Added "Auto Side Detect" to the Engine Widget. When enabled, this automatically changes the Sides Detect value in the mask based on how fast it's moving. This helps prevent situations where the mask might get stuck in the wall for a split second, if Sides Detect was set too low manually.
  34.  
  35.  
  36. Update 4-18-17
  37. ---------------------
  38. -The Advanced Direction Object is now required to open RPM. This is because...
  39.  
  40. -Angle Detection was rebuilt from the ground up to be more effective. Now includes Verify Detectors (for finding ledges), and the option to toggle detection on Jump-Thru platforms. You can enable Angle Detection in the Engine Widget as before.
  41.  
  42. The Super Basic Stage was slightly modified to have more slopes to test this feature on. Sprite Angle Offset should also look better now as well, so the character sprite "sinks" into the slope a bit.
  43.  
  44. Special thanks to Matheus Salvalagio!
  45.  
  46. -Added an optional "Force Float Position" feature to the Engine Widget. Enabling this option will force the mask to the current FloatX/FloatY Position, as opposed to the default which relies on Positional X/Y vs. Float X/Y. This allows you to apply calculations to the Float values directly to move the mask around. Some features, such as push-blocks, may not react properly with this option. Some Detection values may need to be altered. Use when needed.
  47.  
  48. Note that this value replaces "Wide Mask Fix" in the Engine Widget, so take note if copying/pasting the new code over to a project.
  49.  
  50. -You can now apply float values to RePosX/RePosY in the Player Attributes widget. Turn Flag 1 on in the Attributes Widget to hold values rather than for only one frame.
  51.  
  52. -Added "Enable Deceleration" and "Enable Weight" to the Player Attributes widget. This feature makes it easier to add outside forces such as wind to push around the player mask. Simply turn off Decel/Weight and add towards X/Y Speed.
  53.  
  54. -Enable Quick Turn is now 0 by default.
  55.  
  56. -Fixed an issue where disabling Quick Turn would prevent Aerial Momentum from working.
  57.  
  58. -Fixed issue where the mask would lose forward momentum when hitting a very low ceiling.
  59.  
  60. -Optimized the events. This includes removing "Wide Mask Fix", restructuring Update X/Y Position, and other small improvements.
  61.  
  62. -Clarfication on Climbing animations: RPM requires a minimum of 4 frames for it to loop propely. If the character only has 2 frames, simply double them and alter Climb Aniatmion speed as needed.
  63.  
  64. Update 2-17-2017
  65. -------------------
  66. -Fixed issue where the mask would jitter while standing on a jump-thru platform during Frame Skip
  67.  
  68. -Fixed issue where Fall-Thru and Screen Fade were not affected by Frame Skip
  69.  
  70. -You can now adjust the amount of floating points in the Frame Sync value from the Engine Widget behaviors
  71.  
  72. -Angle Detection options are now located in the new Angle Detection Widget
  73.  
  74.  
  75. Update 1-27-2017
  76. -------------------
  77. -Added Basic 8-Direction Movement + Widget. A new option in the Player Attributes Widget can toggle this feature on and off. Additional functions include jumping and slight smoothing for the XBOX Gamepad. Some issues may exist!
  78.  
  79. -Added Accuracy Beats to the Metronome Widget. Rather than check the accuracy for a single beat, you can now check the accuracy over a series of beats (Setting to 4 will check accuracy based on 4 Beats, for example).
  80.  
  81. -Added Sub-Beats to the Metronome Widget. This checks for "mini-beats" in-between each actual beat. You can modify how many to check for if needed.
  82.  
  83. -Renamed AbsX to "Absolute Speed"
  84.  
  85. Update 1-23-2017
  86. -------------------
  87. -Added a Metronome example as a new download. This shows you how to make objects react in time with the music using two example songs.
  88.  
  89.  
  90. Update 12-31-16
  91. -------------------
  92. -Added "Room Camera" Widget. This object creates boundaries for the camera objects to scroll in, allowing the creation of multiple "rooms" within the same frame. This works in conjunction with two new groups and a gadget which are as follows.
  93.  
  94. -Added "Room Origin" group set, which uses Group.Area. These objects identify each RoomID and their size. Whenever the Room Camera widget matches one of the IDs, it will teleport the widget to its position. This group set needs to be placed on the top-left corner of each "room", and needs to be unique instances.
  95.  
  96. -Added "Room Teleport" group set, which uses Group.Doors. These objects teleport the player mask to set positions to each room. Whenever the mask touches one a "select" ForEach loop is done to update the Room Camera's RoomID selection.
  97.  
  98. -Added "Screen Fade" gadget. This is a customized screen fade that allows the game to run while active (the built-in fades pause the game first). By default, the screen fade is triggered when updating the Room Camera widget, by masking the teleportation behind a black screen.
  99.  
  100. -Added Global Values SpawnX (Value C) and SpawnY (Value D). During the teleport phase, these values are updated whenever the mask touches any object in the Doors group. A preset value in the Doors object will be applied to each one, which the mask will then use to re-position itself.
  101.  
  102. -Added "Disable Pause" to the Player Input widget. When active, the player can no longer pause the game. This was added to prevent pausing during the teleport phase (which can screw up the camera).
  103.  
  104. -Fixed an issue where the mask could jump multiple times when overlapping a large Jump-Thru object. This was due to an error with Jump Buffer.
  105.  
  106. Update 12-10-16
  107. -------------------
  108. -Fixed an issue where Player 2 could potentially warp into oblivion. XLimit2/YLimit2 were added to the Engine Object to correct this.
  109.  
  110. -Fixed an issue where the players could potentially fall through Jump-Thru platforms in 2-Player mode.?
  111.  
  112. Update 12-9-16
  113. -------------------
  114. -Added a basic 2-Player template. Most features were able to be transferred over, but there may be some more issues. This is still considered experimental for now, but feel free to play around with it. For future reference, not all new features may be added to the 2-Player version.
  115.  
  116. -Fixed an issue where the mask could potentially warp backwards if it touched a solid moving object before colliding with any other object.
  117.  
  118. Update 12-2-16
  119. -------------------
  120.  
  121. -Added "Enable Wall Push" to the Player Attributes object. When enabled, this allows the mask to retain its XSpeed when walking towards the wall (it won't physically pass through). This makes it easier to add a pushing animation, and push other objects. A simple push-block gadget was added to the Super Basic Level
  122.  
  123. -Added "Wide Mask Fix" to the Engine Control object. This option fixes an error where the mask could potentially "hang" if it touched the edge of a ceiling. This usually only occurs if the player mask is fairly wide.
  124.  
  125. -As a result of the above, how the mask handles wall collisions was re-done in the Update X Position group. If you made any modifications to these events, you'll need to adjust it again to reflect the new method.
  126.  
  127. -Added "Disable X/Y Scroll" to the Master Camera object. When active, the camera will no longer follow the camera on that axis.
  128.  
  129. -Disabled "Full Overlap" by default in the Push-Out group, due to some potential collision errors. A full overlap is very situational so you can activate it whenever you need it.
  130.  
  131. Update 11-24-16
  132. -------------------
  133.  
  134. -Finally added Yoshi to the RPM Characters file. Note that he's a bit...messy compared to the other characters (he was created before the Character system was standardized).
  135.  
  136. -Removed some "bugs" in the Start Position Widget
  137.  
  138. -Fixed an issue where "Enable Ladder Jump" didn't allow your character to jump
  139.  
  140. -Angle Detection is now disabled by default, due to potential slowdown issues with other exporters
  141.  
  142. Update 10-22-16
  143. -------------------
  144.  
  145. -Redid Sprite Angle Offset so the character sprite always stays in the center regardless of the Offset value in the Left Angle detector
  146.  
  147. EDIT: This has been reverted back due to errors.
  148.  
  149. -Reduced the default Detect Down value to 10 and Offset value to 6 in the Left Angle detector. Using high values can potentially create slowdown
  150.  
  151. -Fixed an issue where sprites would flicker when Forced Animation was active if you exported to HTML5/UWP
  152.  
  153. -Groups in the Collision Detection and Angle Detection groups are deactivated at the start of the frame
  154.  
  155. -Jump-through slopes now need a minimum of 15 degrees before recognizing an angle while overlapping one from the ground. This prevents an error where the detectors would rotate if you walked through one, even if you were on a flat solid surface.
  156.  
  157. -Added a FPS counter by default
  158.  
  159. All updates to this point is considered v1.1
  160.  
  161. Update 10-17-16
  162. -------------------
  163.  
  164. -Restructured Angle Detection, so it should be able to pick up angles better now. It now disables detection automatically if a detector goes over its limit, and can retain its depth on edges as long as the player is on the ground. Jump-Thru slopes now use a buffer of about 5 degrees before checking for angle changes, reducing the jumpy-ness.
  165.  
  166. -Added "Sprite Angle Offset" to the Engine object. When enabled, the character sprite will re-position itself to be in the middle of both Angle Detectors, reducing the gap when its rotated on a slope (unless your sprite's hotspot is in the center, in which case its not needed).
  167.  
  168. Thanks Furriokun!
  169.  
  170. -Added "Enable Angle Detection" to the Engine Object, and "Detect Angle" to Player Attributes Object. Both settings control how Angle Detection works, but the Engine version works globally while the Attributes version can be used on a per-frame/object basis.
  171.  
  172. Update 10-16-16
  173. -------------------
  174.  
  175. -Added Angle Detection (with two new detector objects) to the mask. The new detectors move along the backdrop to calculate the current angle, which can be used to rotate the character (may require hotspot adjustment) or modify how the character moves along the ground. There's still a few minor errors with the detection, which will be fixed sometime soon. The Angle information is stored in the Left Detector object.
  176.  
  177. -Added Climb Type to the Player Attributes Widget (replacing Climbing Frames). You can now toggle between 3 different types of climbing: Type 1 is Up/Down only, Type 2 is Left/Right only, and Type 3 is 8 Direction Climbing
  178.  
  179. -Moved Climbing Frames to the Animation Control Widget. The RPM character file was updated to reflect this change.
  180.  
  181. -Modified Forced Animation to correctly display the last frame in a looped animation, which should hopefully fix the issue with climbing animations.
  182.  
  183. -Fixed an issue where the mask wouldn't change direction if all other objects were set to be paused.
  184.  
  185. -Debug keys are disabled by default in the Blank frame
  186.  
  187. Update 10-12-16
  188. -------------------
  189.  
  190. -Added Climb Speed Multiplier to the Animation Widget. The animation for the character's climb speed was originally hard-coded at 0.3, but now you can change the speed through this value.
  191.  
  192. -Added Look Up Timer to the Master Camera Object. Originally it looked for 60 frames of Up/Down input before shifting the camera, but it can be modified here now.
  193.  
  194. -Changed the default YMaxDistance to 45 in the Master Camera Object
  195.  
  196. -The player character can no longer change direction while crouching.
  197.  
  198. -Renamed "Enable Skidding" to "Enable Quick Turn" for a bit more clarity on what it actually does.
  199.  
  200. -When holding both left and right inputs, the character will now always face right.
  201.  
  202. -Modified the Ice Block gadget to make Deceleration higher. If you held both left and right before, the player would travel forward infinitely at the same speed. This happened because Acceleration and Deceleration canceled each other out.
  203.  
  204. -Zoroark was updated to include a basic Skidding animation.
  205.  
  206. -Shantae's Jump Release Limit was modified to be a negative value, making her short jumps a bit more more floaty.
  207.  
  208. Update 10-6-16
  209. -------------------
  210.  
  211. -Fixed an issue where the LStick and RStick Angles didn't work when your XBOX controller was active.
  212.  
  213. -Fixed an issue where the face buttons on the XBOX controller would only register 1 frame of input if no other input was made before.
  214.  
  215. Update 10-4-16
  216. -------------------
  217.  
  218. -Fixed an issue where the mask would "warp" down a ledge if the "Stick to Ground" value in the Engine Object was too high.
  219.  
  220. -Fixed an issue where the mask could get stuck if they held Up and Forward while standing just above a Ladder object.
  221.  
  222. Update 10-3-16
  223. -------------------
  224.  
  225. -Modified the demo file to use 7-0 on homerow to switch stages, while pressing P can toggle frame skip. Forgive me, laptop users. :(
  226.  
  227. -Fixed an issue where some jump height was lost during lag in Frame Skip mode.
  228.  
  229. -Fixed an issue where Angela's animation would reset after un-pausing
  230.  
  231. -Changed the Flag numbers used for pausing. Flag 100 becomes 0, Flag 99 becomes 1, Flag 101 becomes Flag 2. The character files were updated to reflect this.
  232.  
  233. -Fixed an issue where the Input keys wouldn't reset after disabling Player Input.
  234.  
  235. -Fixed an issue where having multiple characters in a frame would still have their code run and effect others. The Characters file has been updated to reflect this change.
  236.  
  237. -Added a cap towards the frame sync value. While this limits how fast the movement can go with Target FPS, it helps alleviate some collision issues during Frame Skip.
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