Hello everyone! It's been a while since we posted news. We have little free time, so we do what we can when possible. Here's what's new at the moment.
Implemented
1. Ladders and Rope
A full climbing system has been added, working for both players and enemies. The old ladder implementations had to be removed because they were broken and caused various issues.
Vertical Ladders
Enter with U/D. Smooth climbing up and down.
Protection against accidental re-grabbing.
Horizontal Ladders
Enter with U/D. Move left/right/up/down.
Width and height restrictions.
Automatic jumping off at boundaries.
Rope
Enter with L/R. Horizontal movement.
Punch attacks (A) and kick attacks (A2) directly on the rope.
Detach with Jump button.
Auto‑jump off at the ends.
For enemies (e.g., Guido), enemy_climber, enemy_stair2, enemy_rope functions have been implemented, allowing them to automatically attach to objects and move toward the player.
2. Weapons (Bat and Pipe)
Added Bat and Tube models.
A unique sound plays when picking up each weapon.
Fixed infinite sound repetition in the Get animation.
3. Pain and Fall Animations
Added new Fall/Pain animations reacting to different attack types.
Restored gravity on knockdown (fixed the "flying into space" bug).
Screen shake via the do_quake script + invisible Quaker object — now the effect triggers every time, not just once per game.
4. Technical Fixes
Removed the abs call and arrays not supported by the engine.
Added the universal finisher_all_falls function.
Optimized transitions in combo series.
Enemies correctly restore physics after leaving ladders and ropes.
All changes were made through scripts without modifying the engine's source code.
If you have questions or suggestions — write in the thread. Thanks everyone for your attention!