The wiki and the engine guy.
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Post by Espyo on Nov 3, 2018 16:46:30 GMT
Version 0.16.2 is out! It fixes some more glitches and tweaks a few things. I've also added a couple of small requested features, like the ability to change the starting number of sprays, and the ability to make objects glow when under a status effect. As always, the full list can be found in the changelog www.pikminfanon.com/Pikifen/Changelog , and the download for the latest version can be found here: github.com/Espyo/Pikifen/releases/tag/0.16.2 !
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The wiki and the engine guy.
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Post by Espyo on May 4, 2019 18:07:31 GMT
Version 0.17 is out! This version introduces several important objects to the engine, like Pellet Posies, decorative plants, nectar, Candypop Buds, bomb rocks, and a few others. You can find some of these new objects in the "Play" area. As usual, there are also some improvements and new features in this version. Specific enemies can now drop specific things, like pellets or treasures, the editors got some minor quality-of-life features, Pikmin that carry a single-Pikmin object will now do it better, gameplay should have better performance, and perhaps most importantly, some nasty glitches with the area editor have finally been fixed! You can find the full list of changes in the changelog, and download 0.17 here!
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The wiki and the engine guy.
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Post by Espyo on Jun 16, 2019 19:18:16 GMT
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The wiki and the engine guy.
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Post by Espyo on Feb 8, 2020 18:52:04 GMT
Pikifen 0.18 is out! This is the second "important objects" update, and as such, it introduces four new object categories: group tasks (Pikmin pose together to push, activate, etc., like cardboard boxes), scales (they measure weight, like seesaw blocks or crushable paper bags), tracks (they transport objects from point to point, like climbing sticks), and bouncers (they bounce objects away, like Bouncy Mushrooms and geysers). Some objects have also been added to the pre-packaged content to test these new categories and other features, though they are not present in the standard area. This update also revamps several things about object scripting and combat, like allowing the usage of variables in scripting in a lot more places. As always, the changelog can be found here, and the download here.
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The wiki and the engine guy.
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Post by Espyo on Aug 15, 2020 20:09:47 GMT
Happy birthday, Pikifen! The engine is now 7 years old. As a birthday gift, I bring you version 0.19! This version doesn't change the gameplay much, but it brings massive changes to the editors. First and foremost, they now use Dear ImGui for the widgets. With this, everything is more streamlined, easier to develop for, and more feature-rich. Plus it looks sleeker. Next up, certain object types can show you tips as well as widgets to let you change special properties with, edges can now be deleted for a new way of deleting sectors, sectors can now be split, and a bunch more editor features have been added! Another very important change is that the engine now includes a user manual. This manual contains the changelog, editing tutorials, and more information. So to see the full changelog of this version, please download the engine, and check the changelog page in the manual. As usual though, you can find the download link here: github.com/Espyo/Pikifen/releases/tag/0.19.0 Enjoy!
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Post by A Person on Aug 26, 2020 10:01:18 GMT
(Just here to ask a question, I don't really use this website XD) So, I understand if it would be too hard to add Winged Pikmin, seeing as they'd need some sort of code to identify them as above ground, meaning some enemies wouldn't be able to reach them, but what about Rocks? Or even Bulbmin? (TBH Bulbmin also sound kinda hard, but possible.)
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The wiki and the engine guy.
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Post by Espyo on Aug 29, 2020 15:03:42 GMT
Rock Pikmin are actually planned for the next update! I'll need to add some extra logic to identify their throws as being concussive damage, and unable to latch, and also some logic for them to lunge when attacking by themselves, but other than that it shouldn't be too hard. Bulbmin are just like any other Pikmin type, but have all hazard immunities, so they can already be implemented in version 0.19.
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Post by A Person on Sept 1, 2020 21:23:11 GMT
Alright, thanks for clarifying! I know I did say that it would be nearly impossible to implement Winged Pikmin, but do you think that it would be possible or not? I think it isn't possible, if I'm honest. ;-; But hey! I made an alternative called "Pink Pikmin". Their throw height is 480, but they have weak attacking power. Basically Wings but no flying.
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The wiki and the engine guy.
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Post by Espyo on Sept 5, 2020 15:17:17 GMT
I can probably implement some features that would allow them to be created, but I would probably discourage using them. For fans of the series that understand they can fly and such, it could probably work, but for people who aren't quite in the know, or have a hard time grasping the way the engine works, Winged Pikmin will be really really confusing. Still, they're not a priority right now, so only time will tell if I can succeed or not.
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Post by A Person on Sept 6, 2020 0:02:23 GMT
I believe I know how it would be possible to create them. You might have to use part of the code for the Pikmin's throw, but make it sustain for most actions. For example, when a Pikmin is thrown, it goes a certain height. The Winged Pikmin would always be a certain height, meaning it would be like they're constantly being thrown, but they'd be able to perform actions. I might ask a friend of mine to see if that would work. However, you would need to make the Winged Pikmin drop for attacking, picking things up (but not fully carrying them) and being knocked over. That could be applied for when a Pikmin is no longer being thrown. Also, this rule could apply for enemies like Shearwigs and Flighty Joustmites, Snitchbugs and The Dirigibugs (or as I call them, Hot Air Balloon Bois). (And also, if Mitites were to be implemented, they would need logic for them to have a chance to spawn out of eggs, and also spawn nectar when killed.) Another way for Winged Pikmin (and more flying enemies) to be implemented could be to use code from the Spectralids, seeing as they fly, too. I hope this helps! Also, good luck for the next update, and I understand if it takes a while (Plus, I was able to make Bulbmin ).
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Post by A Person on Sept 6, 2020 8:17:49 GMT
So I attempted to use code from the Spectralid (set_gravity_effect, set_gravity -2, etc) and it didn't work. I set this for the idle animation for making a script file, and it failed. I'm guessing script files don't work for Pikmin. Also, if it's OK with Espyo, I'm going to let people ask me for Pikmin types. The available types are: Pink (previous replacement for wings; 480 throw height), Mint (extremely fast; 200 movement speed, faster carrying speed), Cyan (don't have anything special yet, but if you want to have them to give them something, just ask), Orange (like in Pikmin 251, immune to explosions), Black (immune to ink, counterpart to Whites), Bulbmin (like in Pikmin 2), Maroon (2-Pikmin strength, thrown like fist seed from Nintendo Land, yeah that game), and Camo (explodes when eaten, like a grenade). Please don't spam me for them, and I'll have to shut asks down upon Espyo's request. Hope you guys'll like them! (I'll just put the Camo Pikmin code here now, because I feel like everyone's gonna want them for some reason, ALSO IT'S FREE, DON'T ASK FOR PRICES BECAUSE THERE ARE NONE! Plus, it won't let me add images, so you'll have to make them yourselves, sorry ;w;)
animations{
attacking{
frames{
grabbing_far{
duration=0.1000
}
grabbing{
duration=0.1000
}
attack{
duration=0.3000
}
grabbing{
duration=0.1000
}
grabbing_far{
duration=0.2000
}
}
}
sprout{
frames{
sprout1{
duration=0.2000
}
sprout2{
duration=0.2000
}
sprout1{
duration=0.2000
}
sprout3{
duration=0.2000
}
}
}
grabbing{
frames{
grabbing{
duration=0.0000
}
}
}
idling{
frames{
idling{
duration=0.0000
}
}
}
lying{
frames{
half_lying{
duration=0.1000
}
lying{
duration=2.0000
}
half_lying{
duration=0.1000
}
}
}
thrown{
frames{
thrown1{
duration=0.0800
}
thrown2{
duration=0.0800
}
thrown3{
duration=0.0800
}
thrown4{
duration=0.0800
}
}
}
walking{
frames{
idling{
duration=0.1000
}
walking2{
duration=0.1000
}
idling{
duration=0.1000
}
walking1{
duration=0.1000
}
}
}
plucking{
frames{
sprout1{
duration=0.2000
}
idling{
duration=0.1000
}
}
}
carrying{
frames{
grabbing{
duration=0.0000
}
}
}
sighing{
frames{
thrown1{
duration=1.5000
}
idling{
duration=1.0000
}
}
}
drinking{
frames{
thrown1{
duration=1.0000
}
}
}
picking_up{
frames{
thrown1{
duration=0.1000
}
idling{
duration=0.1000
}
}
}
}
sprites{
sprout1{
file=Camo_Pikmin.png
file_pos=186.0000 0.0000
file_size=12.0000 12.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-4.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=-4.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
sprout2{
file=Camo_Pikmin.png
file_pos=186.0000 0.0000
file_size=12.0000 12.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-4.5000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=-4.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
sprout3{
file=Camo_Pikmin.png
file_pos=186.0000 0.0000
file_size=12.0000 12.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-3.5000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=-4.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
grabbing{
file=Camo_Pikmin.png
file_pos=134.0000 31.0000
file_size=28.0000 20.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-6.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=-6.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=8.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
grabbing_far{
file=Camo_Pikmin.png
file_pos=163.0000 31.0000
file_size=42.0000 20.0000
offset=-3.5000 0.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-15.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=-15.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=8.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
grabbing_near{
file=Camo_Pikmin.png
file_pos=206.0000 29.0000
file_size=26.0000 22.0000
offset=3.5000 0.0000
scale=0.5000 0.5000
top_visible=true
top_pos=12.0000 0.0000
top_size=5.5000 10.0000
top_angle=3.1400
hitboxes{
top{
coords=12.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=2.0000 0.0000 0.0000
height=24.0000
radius=6.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
half_lying{
file=Camo_Pikmin.png
file_pos=54.0000 0.0000
file_size=48.0000 28.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-13.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=-13.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=2.0000 0.0000 0.0000
height=24.0000
radius=8.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
idling{
file=Camo_Pikmin.png
file_pos=0.0000 0.0000
file_size=20.0000 20.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-4.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=-4.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=5.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
lying{
file=Camo_Pikmin.png
file_pos=103.0000 0.0000
file_size=82.0000 30.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-20.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=-20.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=8.0000 0.0000 0.0000
height=24.0000
radius=10.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
thrown1{
file=Camo_Pikmin.png
file_pos=0.0000 21.0000
file_size=28.0000 22.0000
scale=0.5000 0.5000
top_visible=false
top_pos=0.0000 0.0000
top_size=1.0000 1.0000
top_angle=0.0000
hitboxes{
top{
coords=-4.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=6.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
thrown2{
file=Camo_Pikmin.png
file_pos=29.0000 29.0000
file_size=34.0000 20.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-9.0000 0.0000
top_size=5.5000 10.0000
top_angle=0.0000
hitboxes{
top{
coords=-9.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=2.0000 0.0000 0.0000
height=24.0000
radius=6.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
thrown3{
file=Camo_Pikmin.png
file_pos=64.0000 29.0000
file_size=32.0000 20.0000
scale=0.5000 0.5000
top_visible=true
top_pos=3.0000 0.0000
top_size=5.5000 10.0000
top_angle=3.1400
hitboxes{
top{
coords=3.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=6.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
thrown4{
file=Camo_Pikmin.png
file_pos=97.0000 31.0000
file_size=36.0000 20.0000
scale=0.5000 0.5000
top_visible=true
top_pos=10.0000 0.0000
top_size=5.5000 10.0000
top_angle=3.1400
hitboxes{
top{
coords=9.0000 0.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=-2.0000 0.0000 0.0000
height=24.0000
radius=6.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
walking1{
file=Camo_Pikmin.png
file_pos=21.0000 0.0000
file_size=32.0000 20.0000
scale=0.5000 0.5000
top_visible=true
top_pos=-4.0000 -2.0000
top_size=5.5000 10.0000
top_angle=0.3500
hitboxes{
top{
coords=-4.0000 -2.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=5.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
walking2{
file=Camo_Pikmin.png
file_pos=21.0000 0.0000
file_size=32.0000 20.0000
scale=0.5000 -0.5000
top_visible=true
top_pos=-4.0000 2.0000
top_size=5.5000 10.0000
top_angle=5.9300
hitboxes{
top{
coords=-4.0000 2.0000 0.0000
height=24.0000
radius=4.0000
type=2
value=1.0000
knockback_outward=true
knockback=1.0000
}
body{
coords=0.0000 0.0000 0.0000
height=24.0000
radius=5.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
attack{
file=Camo_Pikmin.png
file_pos=206.0000 29.0000
file_size=26.0000 22.0000
offset=3.5000 0.0000
scale=0.5000 0.5000
top_visible=true
top_pos=12.0000 0.0000
top_size=5.5000 10.0000
top_angle=3.1400
hitboxes{
top{
coords=12.0000 -0.0000 0.0000
height=24.0000
radius=8.0000
type=1
value=10.0000
hazards=explosion
}
body{
coords=2.0000 0.0000 0.0000
height=24.0000
radius=6.0000
type=0
value=1.0000
knockback_outward=true
knockback=1.0000
}
}
}
}
body_parts{
top
body
}
name = Camo Pikmin
can_carry_tools = true can_dig = no can_latch = yes can_swim = yes carry_speed = 4 carry_strength = 1 has_onion = yes health_regen = 10 height = 24 icon = Camo_Pikmin_icon.png main_color = 0 60 0 max_health = 100 max_throw_height = 260 move_speed = 110 pushable = true pushes = false radius = 5 spike_damage = bomb_rock_explosion sprout_evolution_time_1 = 120 sprout_evolution_time_2 = 120 sprout_evolution_time_3 = 180 top_leaf = Leaf_top.png top_bud = White_bud_top.png top_flower = White_flower_top.png icon_leaf = Leaf_icon.png icon_bud = Bud_icon.png icon_flower = Flower_icon.png
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The wiki and the engine guy.
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Post by Espyo on Sept 12, 2020 13:56:15 GMT
No worries! You can make and share any content you wish. That's the idea behind the engine, after all. You may have a larger audience in the engine's Discord server though. As for trying to script Pikmin, that's a new feature introduced in 0.19, but it's fairly limited, due to the way Pikmin work behind the scenes. Because their script is internally very complex, it's almost impossible for a Script.txt text file to change their behavior effectively. In the future, I want to see if I can add more ways to customize the way Pikmin work, though.
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Post by 666 isnt bad lol on Jan 5, 2021 23:45:38 GMT
hi i dont wanna be rude but when do u think the next update is gonna be out because ive been waiting for a rlly long time please dont take it as me rushing u though just wanted to know
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The wiki and the engine guy.
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Post by Espyo on Jan 17, 2021 20:45:08 GMT
Heya! The next update has a few tricky things that I'm still working on, so it'll be tough to give an estimate. But I'm thinking it'll be ready somewhere around April. If you want, you can join the project's Discord server, where I post updates every couple of days. I've edited the first post of this thread with updated links and a link to the server. See you there!
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The wiki and the engine guy.
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Post by Espyo on Apr 24, 2021 21:16:32 GMT
Version 0.20 is out! Initially this update was going to be much bigger, but I figured it was best to split it into three. So, this version focuses on menus! There is now a menu in which to manage the Onions (and ships that store Pikmin), a pause menu, and a results menu for when you finish playing an area. Since areas have no goal right now, you can use the statistics presented in the results menu to go for a high Pikmin count, low Pikmin death, all enemy knockout, and more! Menus in general are also more unified, better looking, and more powerful. The Master Onion has also been added, since now Onions can manage multiple Pikmin types at once. Several minor things have also been added and improved, so make sure to check out the changelog in the manual included with the engine. As usual, you can download 0.20 here. Enjoy!
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