![]() □ The new functions can be viewed here in the Workshop Technical Manual: Returns the player’s current nametag, or a simple “P1”, “P2”, etc. These functions use the same formulas used in hitbox collision, letting you simulate those parts of a hit. New functions: get_hitstun_formula(), get_hitpause_formula() and get_kb_formula().This function can now also set hud.png, hud_hurt.png and offscreen.png. This wraps up all existing sprite/sound functions into one (such as set_victory_bg). This lets you destroy any base cast article using its ID, and sets destroyed in custom articles to true. This will set a global variable each player has that persists between menus and matches, as well as being saved in replays. New functions: get_synced_var() and set_synced_var().You can now press Backspace on keyboard or Back/Select on controllers while selecting a workshop character in the CSS to search for characters with specific names.Adding charselect.ogg to your character’s main folder will play it on load. ini file of the font properties, and it will use a specified sprite from the sprites folder. You can now add a fonts folder to your character with a. Custom (monospace) fonts are now supported. ![]() css_update.gml now has the variable suppress_cursor, which disables most CSS functionality every frame it’s set to `true`, which lets workshop characters have custom menu options without the color change or playtest functions getting in the way.(Technical change, but it means texture mods can change the screen colors). The screen in Neo Julesvale now grabs colors from a reference sprite.With this you’ll be able to save a screenshot of the entire stage’s layout to “full_layout.png” in the stage’s folder. The Stage Editor now has a “Take Full Screenshot” option.Fixed camera_obj’s coordinates not updating.Fixed a memory leak with storing custom hit FX.The random generator now uses a different seed per match.Added custom wait animation support, using the variables wait_time, wait_length and wait_sprite.Setting this to true uses the smaller double jump VFX Wrastor uses. Added the variable small_djump to characters.Custom articles also have the variables hittable_hitpause_mult, enemy_hitboxID, hit_player_obj, hit_dir, hit_player, and the arrays can_be_hit and attack_can_hit to support being hittable.(This includes the players’ own hitboxes!) Custom articles now have the variable is_hittable, which lets them run article#_hit.gml when a hitbox touches it.Also noteworthy is that the css scripts now have the variable cursor_id, referring to the cursor that player is controlling.Added the following scripts to characters: css_init.gml, css_update.gml, results_pre_draw.gml, results_post_draw.gml, results_portrait_draw.gml.Added the hitbox property HG_VISUAL_EFFECT_DISTANCE which lets you adjust how far away from the player hit FX spawn.They will draw hud over their characters. Buddies now run the scripts init.gml and draw_hud.gml.Improved rollback performance and stability!.(Mostly to stop it beeping if you die during co-op abyss.). Fixed dev mode not giving hitboxes to newcomers.Fixed dev mode not creating files for the newcomers.Fixed dev mode making characters tiny and inverted.Fixed attack_end not affecting custom articles.Added the fonts folder to the whitelist when uploading a workshop item.Fixed Zetterburn’s Steampunk taunt not working. ![]() not displaying the actual charselect portrait).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |