Posted August 15, 2024 by Springroll Games
- Added a sample project that demonstrates how to use GGMR in a Traditional Fighting Game.
- Includes basic mechanics such as Player States, Hitboxes & Hurtboxes, High & Low Blocking, Projectiles, and Motion Inputs.
- You can play against the computer locally, or play against other people online.
- Save and rewatch replays of games.
- You can directly connect to other players via IP address, or support the Patreon to gain access to the matchmaking server for Private Lobbies (https://www.patreon.com/YosiSpring).
- The project is free and open source, with the code under the "MIT License" and the assets under the "Creative Commons Attribution v4.0 International" license!
- More features are planned, including Local multiplayer, controller support, rebinding, online spectating, sound effects and music, etc.
- Removed unnecessary lines of code from "ggmr_session_advance_frame_local_mode".
- The GGMR debug log now draws in the Draw GUI End event.
- "ggmr_session_client_add" now always returns -1 on failure.
- "with_synced_object" now uses "ggmr_assert" instead of trying to use the missing "assert" function.
- Added the missing "only_one" script.
- Adjusted "game_state_load_objects_spawn" so it is easier to use.
- Renamed the "end_game" callback to "finish_game".
- "instance_save_all_vars" now always run on the calling instance, instead of requiring an instance id as the first argument.
- Updated the formatting on some scripts.
- Added extra comments and fixed typos in some scripts.