Which version number do you want specifically? The first beta version or the first full release version?
Springroll Games
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If you look in the character init scripts, the "sprite_scale" variable is set to 2 by default. This is because all the characters in base PFE are scaled up 2x. If you change it to 1, then the sprites won't be upscaled and you'll have more pixels to work with. Also, make sure the camera is zoomed out enough.
You'll want to
1. Add a new variable to the _settings struct in game_settings for the new option.
2. Add the name of the new option to match_settings_choices in obj_css_ui: Room Start.
3. Change the Step and Draw End events of obj_css_ui to handle the new option.
Once you've added all the rules to the menu, you can decide where to put the code that checks the match settings and applies the rule. That'll probably be in game_object_setup.
Put this code at the start of custom_limit_gauge:
//Variables if (!variable_struct_exists(custom_script_struct, "limit_gauge")) { custom_script_struct.limit_gauge = 0; }
And this code at line 8 of hud_limit_gauge:
//Variables if (!variable_struct_exists(_player.custom_script_struct, "limit_gauge")) { _player.custom_script_struct.limit_gauge = 0; }
1. Add this code to the "custom scripts" section of the character init script you want to give a limit gauge:
callback_add(callback_passive, limit_gauge_passive, CALLBACK_TYPE.permanent);2. Change the player_hud_type macro to HUD_TYPE.legacy (so you can see the gauge on the HUD)
callback_add(callback_hud, limit_gauge_hud, CALLBACK_TYPE.permanent);
3. Change the character_static_attacks macro to false
4. Make sure the script "limit_gauge_passive" is spelled correctly (looks like I a made a typo in 1.3.2 that wasn't in 1.3.1, so double check that)
For saving and loading, you could add a "coins" value and "locked_characters" value to the "stats_load" scripts, which will allow you to use the "stats_*" functions. You can also just use default methods for saving and loading data (look up GMS2 tutorials).
In order to handle locking/unlocking characters, you'd probably want "obj_css_zone" to check the "locked_characters" value to see if its character is locked or not.
That's the correct way of doing it.
The automatic cursor adding is in obj_mis_system > Begin Step, it's not really set up for mouse so you'd have to do some work. You can detect when the mouse moves by seeing if the mouse_x or mouse_y coordinates change, but it might be better to check for mouse clicks so it won't add a cursor if your mouse moves just a small amount.
Right now the AI is fairly standard, it uses a lot of random numbers and targets the nearest opponent. Doesn't have any limiters on it so it can do frame perfect reactions that humans can't.
You can see all of the code in the CPU_Input script, as well as the character-specific AI in the cpu_script* scripts.
Hey! Thanks for checking out our engine.
All of the things you mentioned are technically possible to add if you have GameMaker Studio 2. The project file (.yyz) is available for download for free on the page.
However, it might not be the best idea to use the engine if you are looking to make a traditional fighting game. You'd have to get rid of a lot of the "smash bros specific" code for it to work, and it might be more difficult than just coding a traditional fighting game from scratch.