deltaTime will now maintain a specific value as long as its within the Target FPS range. Fixed an issue where some calcuations were not consistent when Frame Skip was active, such as the player jump height. Moving Platforms still isn't quite supported, however. 2-Player Mode has been updated with all of the current changes to RPM. Fire1/2/3/4 now have cardinal directions applied to their name to make it easier to figure out what gamepad button its associated with. This includes hold values and being read in the Input Reader. The Player Input Object has been expanded to include Triggers/Bumpers/Stick Click by default. Fire3 and Fire4 are now associated with B and Y on the default XBOX configuration. VACCiNE 2 is a universal input system that automatically adds support to a multitude of gamepads, without having to manually program them into Fusion yourself. Added support for Volnaiskra's VACCiNE 2 input system. Fixed an issue where Aerial Crouch was still active if you grabbed a ledge. Grabbing a ledge will now reset MultiJump back to 0. This value keeps multi-jump from applying when the player performs a wall jump, allowing them to retain any remaining multi-jumps afterwards. Added "_MultiJumpWallSlideBuffer" to the Player Attributes Object. If it detects one while this value is active, the mask will automatically go into a Crouching state. This checks for a ceiling after the player begins to climb up a ledge. Added "CeilingCheck" value to the Ledge Confirm detector. The Player Attributes object will carry this information to the next frame due to being a global object. This checks to see if the default Player Attributes was automatically changed by RPM at the start of the frame. Added "_AttributeCheck" to the Player Attributes Widget. This works best with the Windows exporter.Įlvisish, NB-The-Dragon, Neweegee, Luke T., Kritter, DinnerSonic, darkFunction, Volnaiskra, Furriokun, Johnathan Verge, Aroka, Charmandrigo, Zevifa, and tons of others! They're a free download to show how the engine functions! However, you do need the engine source to actually use them, as they rely on behaviors. Be sure to read the control file, there's a lot of stuff involved!Īll of the demonstrations run on the exact same code, using behaviors and widgets to make each character different.įor legal reasons, the demonstration characters are not included in the paid packaged. This includes Yoshi's Island, an "Out-of-the-Box" sample, a "Greninja Gaiden" type thing (using the excellent sprites by Neweegee), and a basic Shantae example (mostly to test animation). EXE with 4 examples I developed to see what type of movements I create. The only stipulations are that the engine source cannot be shared/re-sold, nor can the Angela character be used commercially without explicit permission This movement can be used commercially, non-commercially, or for learning purposes. Generate multiple "rooms" within the same frame.Includes a super basic example starring my character, Angela!.Uses XBOX Gamepad, Physics, and Advanced Direction extensions.Animation Control Widget: Enable or disable any of the basic animations (even from behaviors) to allow custom animations, or used "Forced Animation" to manually control an animation.Basic Metronome, which can detect beats and off-beats, and determine accuracy.Basic XBOX Controller support, with the option to easily add more thru the Player Input Widget (which the engine reads as input).Options to toggle Jumping, Crawling, Crouch Jumping, Ceiling Slide, Jumping Down Platforms, etc.Support for Horizontal, Vertical, Rotating, and even Physics moving platforms.Slopes, including slopes that can be jumped thru the bottom.Group-Based objects: Turn active objects into solid objects, jump-thru platforms, moving platform, ladder, etc.Character Linkage: Simply add you character to the Group.Player qualifier and the engine automatically applies basic animations and sets it to the mask.Can be Frame Dependent or Frame Independent (Frame Skipping).FastLoop-based collision detection, which can be modified even during play.Float-based, for smoother character movement.Visit the official topic on the Clickteam forums for support and more!Ĭheck out Volnaiskra's volCAMERA for an additional camera system for RPM!Ĭheck out Volnaiskra's VACCiNE 2 for an improved input system for RPM!Ī new general purpose FastLoop platformer movement engine designed for Clickteam Fusion 2.5! RPM includes: RPM - Super Basic Edition (RPM v1.0) is now free! NOTE: RPM Plus REQUIRES the Fusion 2.5+ DLC! A version is available for standard Fusion 2.5 as well! Don't have Clickteam Fusion 2.5? Head on over to Clickteam's website!
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