Releases: SamBumgardner/spellstrike
Release list
v1.1.0 - Post-Release Fixes
I discovered a few issues post-release (several moves were missing sound, an animation didn't line up properly) that needed fixing.
It would've been better to get this in v1 (since the functionality stuff is a breaking change for online play) but what's done is done. This should actually be the "definitive" version until I come back for further development.
What's Changed
- Network troubleshooting by @SamBumgardner in #25
- Char select by @SamBumgardner in #26
- Add heavy character by @SamBumgardner in #27
- fix bug with win tracking, make timeout hp eval fair by @SamBumgardner in #28
- Reach character by @SamBumgardner in #29
- Mix character by @SamBumgardner in #30
- Release prep by @SamBumgardner in #31
Full Changelog: 0.3.1...v1.1.0
v1.0.0 - Initial Release
It's the first release of the game!
This is the one I put on Itch first. I discovered a couple of problems to fix after uploading it, so it got followed up by a fast version 1.1 (oopsie).
This solves some networking problems, adds character selection and 4 different characters! Pretty exciting stuff, if I do say so myself.
There are lots of standard quality-of-life stuff that's missing and some things that I know are broken (sorry, poor "normal" CPU) but it's the game's stopping point for now. There are plenty of concrete things I can improve - would make a good project to improve this later in the year.
What's Changed
- Network troubleshooting by @SamBumgardner in #25
- Char select by @SamBumgardner in #26
- Add heavy character by @SamBumgardner in #27
- fix bug with win tracking, make timeout hp eval fair by @SamBumgardner in #28
- Reach character by @SamBumgardner in #29
- Mix character by @SamBumgardner in #30
Full Changelog: 0.3.1...v1
Network troubleshooting
Publishing a quick build with extra logging to see why the post-game screen is desyncing right away.
Network Test 2
Input buffering and special handling is probably in-line with what the final game will be.
Most of the other changes are working on the things around raw gameplay - setting up the core rematch loop, saving mapped inputs, tracking rounds won separately from games won, etc. Also can more-gracefully handle disconnections with your opponent, and should be able to rematch without completely closing out the game.
There's enough completed here that I'm interested in running another network test with other folks, which is why I'm creating a release now.
Getting any feedback on the gameplay dynamic with this initial character will be good, since I'm using them as a baseline for setting up all of the other characters.
Note: Hosting online matches will still require the host to forward port 9999 to their computer. There's intent to improve this in the future, but it's not priority yet.
How to Play
You should be able to download the zip file for your system (assuming Windows / Linux) below & extract it. From there run the game and it should (🤞 ) work.
Aside from online, you can also play locally with another player. There are technically "CPU" opponents, but they're not fully compatible with the new "rematch" system.
The game should generally play nice with controllers and keyboard, though the initial menu doesn't respect the controls you rebind for gameplay. See the note in-game for a quick summary of what to do.
What's Changed
- Buffer inputs by @SamBumgardner in #16
- Handle desync by @SamBumgardner in #17
- Save input mapping by @SamBumgardner in #18
- Improved rounds by @SamBumgardner in #19
- Defensive special by @SamBumgardner in #20
- add counterhit indicator to combo tracker by @SamBumgardner in #21
- Input refactor by @SamBumgardner in #22
- Postgame menu by @SamBumgardner in #23
- Release prep by @SamBumgardner in #24
Full Changelog: v0.2.0...v0.3.0
Special Cancels Update
Publishing a release to share with my bro, includes a wide variety of improvements, see the notes below.
To run the game, download, unzip, and run the executable (fingers crossed) port forwarding on 9999 necessary for host still (sorry).
⚠️ WARNING ⚠️
Looks like there's some instability in this one that still needs ironing out. Know that we're at risk of desync when playing the exciting new version.
What's Changed
- create visual health bar by @SamBumgardner in #5
- Sound effects by @SamBumgardner in #6
- Random cpu by @SamBumgardner in #7
- Wall pushback by @SamBumgardner in #8
- Animation by @SamBumgardner in #9
- Camera and stage by @SamBumgardner in #10
- set up system for cancelling into new actions by @SamBumgardner in #11
- Combo counter by @SamBumgardner in #12
- Pushbox and crossup by @SamBumgardner in #13
- Special projectile by @SamBumgardner in #14
- Limit special stock by @SamBumgardner in #15
Full Changelog: v0.1.0...v0.2.0
Network Beta v0.1.0
The most basic version of the game that's usable in a network test.
Basically just want to run the game through the magic of the internet with other folks & confirm it can function. Any core issues with the rollback implementation should be squashed as early as possible.
Particularly notable: the game doesn't do anything to help out with port forwarding. At a minimum, whoever's playing host will need to expose port 9999 for their buddy to connect to. It's something to improve in the future, that's for sure.
To Use
Grab the zip file that corresponds to your platform, extract and it should (fingers crossed) run without issue.