Time for a new version! Version 0.10, nicknamed the "Player Convenience" update, brings a lot of features and tweaks that should make playing with the engine more enjoyable. There have also been tweaks and features added to the editors, as well as some other random things across the board. The most important change this time is the fact that Pikmin groups are now controlled like in Pikmin 3 -- you can select what type of Pikmin to keep on standby, and when you're ready, start mashing the Throw button, since a Pikmin of that type will always be grabbed and thrown. Other notable changes include smoother Pikmin movement while in the group, an "X" overlay if your Pikmin can't reach the cursor, smooth dismissing, and a way to create new areas on the area editor. Unfortunately, if you have created any content for the engine, I'm afraid to say that this update changed up a lot of formats, and you'll have to spend some time making the appropriate changes to your content before it can be used in version 0.10. All of this is detailed in the Changelog page. Download version 0.10 here, and as always, enjoy, and let me know what you think!
Hey! Pikmin releases tomorrow in the US and Europe, so to celebrate, I made an update! From here on out, I'll try launching more frequent, but smaller updates; this one took place just 2 months after 0.10. It doesn't add any big new features, but it does implement some big changes into the engine. For starters, pressing the "Pause" button now quits to the main menu. Areas are drawn in a different way internally, which should make them appear slightly different, but should also provide a performance boost. I've improved controller support in this version, and I've added a crash handler that should help me debug engine glitches better. Other changes include a fog effect, "missable" attacks, and smarter Pikmin task selection. The enemy I decided to make for this update was the Crumbug, the small Breadbug lookalike in Hey! Pikmin! As usual, you can find the changelog here, and the download here. Enjoy!
Happy holidays! My Christmas present is version 0.12 of the engine. The most important thing in this version is the revamped area editor. It's been rebuilt almost entirely to be more friendly and useful. Other than that, White Pikmin can now poison enemies using a new mechanic, "spike damage" – this can even be used to make, for instance, enemies that cause damage to their attacker the second they take any damage. Besides Pikmin sprouts now also advancing in stage, this update brings a few smaller things. It also slightly changes some file formats, so if you messed with any areas, Pikmin types, or the HUD, you will need to watch out. As usual, more information about all the changes can be found in the changelog. I couldn't finish the enemy for this version in time, but it will come in version 0.13, which should be released very soon, given its special nature. Download version 0.12 here, and as always, let me know what you think!
New version, 0.13! This version renames the project to Pikifen. The reason is mainly that I want the project to be less about making fangames, and more about it just being a fun engine, that can also maybe create some games. You can find my detailed thoughts, as well as a list of what's new here. As always, let me know what you think!
Version 0.14 is here! This version mostly changes the way hitboxes and scripting work. For players, you will just see minor stuff working better, but for content creators, you'll have to do some things differently, and you'll also have access to more scripting options. This version also has the following highlights: leaders can now punch, added an Armored Cannon Beetle, Bulborbs now turn on the spot to align, like in the canon games, and dead leaders no longer lock up gameplay. Besides that, there are many more minor tweaks and bug fixes. I'm sad to say that content creators that wish to port their content to 0.14 will have a lot of work to do, as explained in the changelog, but as usual, I trust that these new formats are for the better. The changelog can be found here, and the download link for this version here. Let me know what you think!
This E3 didn't give us any Pikmin content outside of Smash, but at least I've got something to show for the E3 week!
Version 0.15 of the engine focuses primarily on improving the animation editor, which was really clunky and confusing. Between new features and streamlined menus, it should be much easier to use. Since I was already implementing some quality-of-life changes to the animation editor, I decided to port some of those to the area editor too. And since I was already messing with the area editor, I added a couple of new features I thought were important. The animation editor changes also came with changes in the way animations themselves work, though that also means that the file format for animations has been changed. If you made custom animations, you may need to port them, but not necessarily. For this update, I've decided to include a Yellow Wollywog – it doesn't match the topic of the update very much, but I needed to create something to test the new animation editor!
As always, you can get a list of what got changed, as well as a list of steps to follow to port your content in the changelog. Download version 0.15 here and let me know what you think!
Version 0.15.1 of the engine is now out! This revision fixes a crucial glitch in the sprite bitmap part picker, in that larger spritesheets on weaker machines could cause a stack overflow. I also fixed other minor problems along with it. Same as before, the full changes are here, and the download is here.
The Nintendo Direct didn't bring any Pikmin news, but I do! Version 0.16 brings a lot of different features that allow the creation of more powerful and dynamic objects. These include linking different objects, making them have a parent/child relationship, sending messages between objects, the ability to walk on top of other objects, and rectangular collisions. To help demonstrate some of these, I have created a Beady Long Legs, the most complex enemy yet! It's not perfect, but given how complicated it is, even in the canon games, I think I did a good job. That said, I couldn't find a place for it in the usual area, so you'll have to create one yourself and spawn it in. I've also made several miscellaneous features, like a richer rendering system, more interactive Onions, and a handful of new actions and object type attributes. As always, the full list of changes is here: www.pikminfanon.com/Pikifen/Changelog, and the download link is here: github.com/Espyo/Pikifen/releases/tag/0.16.0 Enjoy!
Much like version 0.15, version 0.16 launched with a couple of critical glitches. The most important change in the 0.16.1 update is that the sector deletion crash glitch was fixed. I'm so sorry for that. I've also added a way to specify a particle generator's Z offset, so particles can now be drawn above or below the objects that emit them, similar to how it was before 0.16. I couldn't tell how much that feature was missing till players reported it! It stinks that I broke some particle effects, but receiving the feedback was very important, so I'm glad that 0.16.0 steered the engine towards a better particle system, in the end. I've also tweaked the Beady Long Legs a bit, and brought some new features (which brought one format change), all detailed in the changelog: www.pikminfanon.com/Pikifen/Changelog. Download 0.16.1 here: github.com/Espyo/Pikifen/releases/tag/0.16.1