3.5 (2014/09/26)
Added custom font system.
Completely revamped menu system.
Added Rose(very early development).
Added Vriska(early development).
Added LOLAR(early development).
A new "strictly mid" blockability type for attacks. These attacks are always mid regardless of vertical position or velocity.
Separated blockability into two variables: one for blockable/unblockable, and another for high/low/mid/strictly mid. This is to facilitate the concept of high/low throws.
Implemented high/low invlun, since anti-airs and "anti-lows" won't be facilitated by "creative hitboxes" anymore.
Super armor!
A universal hitstop value. Attacks can override it, but most won't.
Made sure to buffer anything that happens during hitstop. Then the universal buffer time will extend backward starting at the beginning of the hitstop, rather than the end of it.
General bug fixes, cleaning and memory leaks.
3.1 (2013/10/18)
Engine can now properly handle textures larger than what the environment's OpenGL implementation can handle.
Holding down disallows jumping while in midair.
GL error reporting should be slightly more useful.
Fixed and repositioned character select screen GUI elements.
Setting an input will clear the button/key/stick/hat used from other players.
Made the camera zoom handle the distance between player characters more strictly.
John can no longer cancel from 5L to 2L.
Resolution options available in video settings. Also, video settings available mid-match in the pause menu.
Possibly less of a strain on the GPU?
3.0 (2013/10/11)
Depth and parallax effects in stages.
Higher gravity for snappier jumps.
Combo tracking and infinite prevention.
The first person to select a palette keeps it, if another player selects the same character and palette.
Palettes are maintained between matches.
All blocked attacks deal 10% damage. A blocked attack cannot deplete health below 1.
Support for 2-4 players.
Double-taps and hard-tilts are less lenient.
Camera doesn't move beyond stage boundaries. Ringouts occur after falling completely below the bottom boundary.
Characters can be selected before selecting palettes. Available characters are defined externally for ease of altering the list.
Stages can be selected after selecting characters and palettes. Available stages are defined externally for ease of altering the list.
Falling through platforms requires holding down AND jump. It's probably going to stay this way.
Landing while in hitstun goes right into a standing hitstun animation, instead of the landing animation.
How an attack must be blocked is dependent on relative vertical position and velocity as follows:
Mid attacks must be blocked high if the attacker is above the defender and not moving upward. They must be blocked low if the attacker is below the defender and not moving downward. Otherwise they can be blocked in any manner.
High attacks must be blocked high if the attacker is at the same altitude as or higher than the defender. Otherwise they can be blocked in any manner.
Low attacks must be blocked low if the attacker is at the same altitude as or lower than the defender. Otherwise they can be blocked in any manner.
After landing standing Light or crouching Light, pressing Light without holding a direction will cancel into forward Light. Similarly, landing standing Heavy and pressing Heavy without holding a direction will cancel into forward Heavy.
New voice clips for John
2.6 (2013/07/01)
2.5 (2013/06/25)
2.1 (2012/11/10)
2.0 (2012/11/08)
1.1 (2012/08/29)
1.0 (2012/08/13)