Super Smash Flash 2 Demo/Beta 1.1

Beta 1.1 is the second revision of the final major release of the Super Smash Flash 2 Demo and followed the first beta phase of development. It was released on July 29, 2018.
== Version history ==
=== 1.1.0 ===
==== Engine ====
*Trading was added.
*Grabs have priority over attacks.
*Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players.
*Midair jumping reworked.
**Fixed horizontal momentum when holding forward.
**Horizontal momentum now decreases by 30% if no direction is held.
**Backwards jumps now reset all horizontal momentum.
*Throws that do not actually hit the foe can no longer be SDI’d and feel/look better.
*Clanked attacks can no longer hit after the clank.
*Clanking now pauses animations for the duration of attack hitstuns.
*Intangible CPUs should no longer react to attack collisions.
*Attacks should no longer react when colliding with intangible players.
*Hitboxes that are supposed to ignore shield now work properly.
*Projectile attacks should now properly affect targets.
*Fixed bug where projectiles did not clank properly.
*Fixed bug where reflected projectiles could not hurt opponents.
*Projectiles can now respond to receiving “damage”.
*Projectiles that are overpowered are now destroyed.
*If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue. The projectile keeps moving as normal until it actually hits the attacker.
*Powershielded projectiles can now damage players after being reflected multiple times.
*Reactions for attack hitbox interactions made more consistent overall.
*Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays.
*Hitlag mechanics reworked.
*DI mechanics reworked.
*Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact.
*Aerial hitboxes are now processed if player touches the ground on the same frame.
*Attack hitboxes are now processed if player grabs the edge on the same frame.
*Previous frame before ledge grab is no longer shown for an extra frame.
*Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles.
*When an object takes damage, its sprites are not flipped until the frame after the collision happens.
*Characters no longer turn around if their shield breaks.
*Fixed a rare issue where grab released opponents would get flipped around.
*Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges.
*When using a homing attack, the homing target is now cleared when the attack initiates.
*It is now possible to enter turn animation during the first frame of skid so turning is not frame perfect.
*Additional tweaks to turns to behave more like .
*Characters with moves that allow them to be grabbed during intangibility frames can no longer be grabbed during the move if invincible via revival or starman.
*Characters using alt costumes will revert to the default during screen KOs if fullscreen and quality is set to software mode to prevent lag spikes.
==== Items ====
*Item hitlag now ends when the item is picked up
*Held items can now clank
*Back-tossed items now hit opponents in the proper direction
*Helping items should no longer harm/target allied players in any situation.
*Assist Trophies:
**Lyn assist trophy added.
**Mother Brain’s lasers are now transcendent.
**Silver Assist Trophy completely recoded.
**White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team.
**White Mage can now cast Silence, which disables a random opponent’s specials for 10 seconds.
**White Mage will no longer crash the game if a player dies with her status effects on them
**White Mage’s spell window is now color coded based on player slot/team colors.
*Beam Sword now actually works.
*Capsules can no longer spawn another capsule.
*Food, Maxim Tomatoes, Poison Mushrooms, Super Mushrooms, Super Stars, and Heart Containers can no longer collide with attacks/projectiles.
*Master Balls now can handle captured players that die prematurely, disappear, or get turned to standby mode in Training.
*Using the Metal Box in Metal Smash no longer removes metal status when the Box wears off.
*Pokémon:
**Poké Balls no longer stick to ceilings forever.
**Minor Master Ball fixes.
**Arceus added as a legendary Pokemon.
**Ditto no longer freezes characters if it despawns while grabbing them.
**Ditto now drops any held items when it despawns.
*Unira's hitstun increased.
**Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner
==== Arena Mode ====
*Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored
*Delay after scoring before new round reduced from 3 seconds → 1.5 seconds
* now disappears after going through a goal
*The screen shakes when a goal is scored and locks in place
*The announcer calls out the team name that scored
*The announcer says "GO!" when a new round starts
*The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds
*Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest
*Fixed error when switching between arena mode character select screens
==== Online Mode ====
*Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’
*Special modes now work online again
*Added a 20 second timeout to room join requests so unresponsive hosts do not lock the player's game forever
*Clicking “no” when player tries to join the player's room now plays “back” sound instead of stage select sound
*The “unlock” sound effect now plays when player joins a room
*Added location column to room list
*Added “ping” column to room list.
*Fixed more bugs with consecutive online mode matches
*“Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where the player will get a message explaining that their connection is incompatible with the foe’s
*Online mode will now automatically fall back on a server-based connection if P2P connection fails
*Renamed “Low” latency to “Auto” to describe new behavior better
*Online group menu added
==== Misc ====
*Fixed a memory leak issue that would slow the game down after playing several matches due to reference information not being flushed fully causing garbage collection to fail
*All file assets that can be used in the match (effects, projectiles, etc) are now loaded and ‘spawned’ on frame 1 of a match to prevent lag spikes later in the match when they are first used if the player has slow storage on their device
*Destroyed objects now are unloaded completely instead of remaining in memory in stand-by with no code running… just in case.
*Some menu graphics have been tweaked
*Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated
*Shonen Jump characters are now listed chronologically on character select
*Zelda and Sheik completely separated on character select
*Rules menu box now covers “KO Fest/Stock Survival Match” text in character select
*Moved stages on stage select to roughly resemble the order of characters on the character select
*Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors
*Fixed stage select and stage switch icons
*Redid stage select preview window to look like a cleaner version of the old one
*Moved the hazards switch to the top-left corner and redid the graphics for it
*Updated the Boxes on the Results screen with missing info that was hidden
*Strong meteor smashes play a special sound effect (between angles 200 and 340)
*Shield break sound effects changed
*New tech sound added for techs, tech rolls, and wall techs
*Sword vs Spears event team colors switched
*Fixed RNG for stage theme selection
*Fixed error when changing start damage setting from the Rules menu outside of the character select
*Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc.)
*Fixed file size limit on save data
*Fixed autodash breaking running for gamepads
*Damage meters size reduced by 10%
*Grey shield for CPUs added
*Sudden Death bombs start appearing at 10 seconds instead of 30
*Classic Mode text on Multi-Man Smash and Master Hand screens updated
*Classic Mode Multi-Man Smash stage made a bit harder
*Dead zones and dash zones on controller mappings now require the player to exceed the threshold to take effect (> vs >=)
*Nameless controllers will now display “Generic Device” in the controls screen
*Sound effect added when pausing/unpausing the game
*Adjusted camera speed when game is paused to allow for more precise movement when zoomed in closely
*Added light acceleration to paused camera panning
*Music volume is now halved while paused
*Fixed error with pressing A+B at the same time on the Finish button in training mode
*Fixed bug that caused dead and dash zones to display as their 0 – 1.0 counterparts when they should be showing 0 – 100
*Narrator “FAILURE” audio is now treated as a voice effect instead of a sound effect
*Fixed KO explosion effects being positioned weird for characters when star KO is disabled such as in Multi-Man
*Master Hand will no longer try to grab non-character objects
*Auraka, TDC, GWilliamson, and Cleod9 added to music credits
*Jean-Luc “FuzzyQuills” Mackail added to special thanks section in credits
*ED added to PR credits
*Removed quotes from L0Z741’s name in credits
*Added Noxxious to “Our Old Friends” section in the credits
*Updated copyright to 2018 on title screen
==== General Character Updates ====
*Revival platform animations updated for all characters
*Shock frames added/edited for all characters
*Star KO animations updated
*Updated and standardised dust effects on dodgerolls, spot-dodges, and grabs
*Characters no longer decelerate during running jumps if you’re holding forward, even if above max speed
*Alternate costumes will now use default palette during screen KOs when fullscreen rendering is enabled
*Pressing down while holding the dash button will now always force a platform drop for both crouches and shield drops
*Dash skid can be cancelled into turn on the first frame of skid
*Interrupting a turn with a back input will result in a dash in the original direction
*Can now glide-toss (cancel roll into item throw) with the A button in addition to C-stick
*Fixed coloration errors of some costumes
*New character: Pichu (unlockable)
==== Stages ====
*Battlefield:
**Increased camera boundary on the bottom
**Background graphical complexity reduced to lessen performance issues
**Removed pointy bit on the bottom of the stage
**Redid foreground layer a bit
*Castle Siege:
**Added song: Comrades
**Updated song (Fire Emblem Theme rip → Fire Emblem Theme)
**Stage preview now cycles through all variations when highlighted on Stage Select
*Central Highway:
**Camera now focuses only on the platform that is falling instead of the whole stage
**Stage boundaries are brought closer to the stage when a platform falls
**The center platform gains a static floating platform once both side platforms have fallen
**Floating platforms no longer appear and disappear on a timer
**Left platform now falls after 40 seconds
**Right platform now falls after 80 seconds
*Fixed a bug on Crystal Smash where it was possible to zip through the stage by trying to drop through the top platforms in the right spot
*Dracula's Castle's platforms now move regardless of hazard switch
*Dream Land:
**Updated song (Green Greens (Melee) rip → Green Greens)
**Updated song (Dream Land: Dream Land (SSB) rip → Gourmet Race)
*Emerald Cave's wooden panels now move back to their home position when they respawn
*Final Destination:
**Terrain shifted left by 0.6 pixels, ensuring that players jumping straight up from the left ledge will land on the stage
**Removed a redundant layer of background stars
**Second background transition added
*Final Valley:
**Improved AI pathfinding.
**Updated song (Wind → Ninja Medley).
**Fixed looping issues with Ninja Medley.
*Fourside:
**Added song: Pollyanna
**Updated song (Fourside (Melee) rip → Fourside).
*Galaxy Tours:
**Now properly affected by quality settings.
**Updated song (Good Egg Galaxy → Space Junk Galaxy).
**Fixed dumb edges.
**Hazard is re-enabled.
**Stage preview now cycles through all variations when highlighted on Stage Select.
*One of Hidden Leaf Village's songs updated (Ninja Medley → Wind).
*Updated song on Hueco Mundo (La Distancia para un Duelo rip → On the Precipice of Defeat)
*Hylian Skies:
**Adjusted the ledges.
**Stage preview now cycles between both variations when highlighted on Stage Select.
*Song of Ocarina added on Hyrule Castle.
*Clouds are now properly affected by quality settings on .
*Minor barrel fixes on Jungle Hijinx.
*Crystals now change color over time on Metal Cavern.
*On Meteo Campaigns, players can no longer clip through the stage when dropping through pass-through platforms in just the right spot
*'s weight platforms and Piranha Plants now functional
*Nintendo 3DS:
**Updated song (Mii Plaza rip → Mii Channel)
**Stage preview now cycles through all colors when highlighted on Stage Select
*PAC-MAZE:
**Terrain is slightly thicker
**Frozen/egg characters can now be KO’d with hazards on
*Palutena’s Shrine:
**Terrain edited to allow giant characters to fit in the bottom area
**Both platforms now have grabbable edges on the bottom ends
**Improved AI pathfinding
**Updated song (Kid Icarus Title rip → Palace in the Sky)
**Updated song (Kid Icarus Boss Fight → Magnus's Theme)
**Songs no longer appear as “PLACEHOLDER”
*Princess Peach’s Castle:
**Updated song (Peach’s Castle (Melee) rip → Bob-Omb Battlefield)
*Planet Namek:
**Updated with completely redrawn graphics
**Added song: DBZ Fight Theme
**Updated Stage Select preview
*Pokémon Colosseum:
**Updated song (Trainer Battle rip → Trainer Battle)
**Fixed clipping/loop on Pokemon Main Theme
**Platforms on base layout now retain their collisions when the stage layout transforms back
**Stage preview now cycles through all variations when highlighted on Stage Select
*Rainbow Route:
**Ledge terrain adjusted; now has slanted edges underneath to prevent unnecessary SDs
**Fixed mirror-related scaling bugs
*Saffron City:
**Moving platforms added
**Updated song (Saffron City → Team Rocket Hideout)
**Adjusted terrain and ledge on main building to better fit the graphics
**Adjusted foreground near ledges so that characters do not appear inside the stage as much.
**Fixed misaligned shadow effects.
*Fixed background loop when leaving the tunnel on Sand Ocean.
*Sector Z:
**Main cannon is now intangible like in Smash 64.
**Updated song (Sector Z rip → Sector Z and Titania).
**Updated song (Corneria (Melee) rip → Corneria 2).
**Lag noticeably reduced.
*Sky Sanctuary Zone's lag reduced slightly.
*Smashville:
**Time-based lighting now actually disappears when Ambient Lighting is disabled in quality settings.
**Ledge terrain adjusted.
*Steel Diver:
**Fixed quality settings
**Physics changes are now active only when hazards are on, and no longer overwrite special mode settings
*On Tower of Salvation, Tales of Symphonia Medley now loops properly
*Updated one of Twilight Town's songs (Sinister Sundown rip → Sinister Sundown)
*Christmas Waiting Room added
*Added a song to World Tournament: The Ultimate Battle
*Yoshi’s Island:
**Cloud platforms no longer reset their timers when players jump off of them
**With hazards off, cloud platforms are removed and the boundaries are brought closer to the stage a la Smash 64’s 1 player mode version
*Yoshi’s Story:
**Added song: Yoshi’s Story
**Updated song (Yoshi’s Story (Melee) → Donut Lifts)
=== 1.1.0.1 ===
==== Engine ====
*Fixed an issue where all projectiles were basically transcendent
*All projectiles, items, enemies, and targets no longer receive hitstun from windboxes
*Targets can now break when hit by windboxes that do → 0 damage
==== Items ====
*Fixed internal item limits for Pokemon, Assists, and Cuccos
*Fixed Ditto copies for Pichu, Sheik, Sora, and Yoshi
*Characters are no longer extra thick when breaking out of Master Ball
*Master Ball can no longer capture opponents that are stuck in a barrel
*Master Ball status now resets properly after releasing a player
*Barreled opponents can no longer be hit
==== Arena Mode ====
*Arena Mode replays are now functional.
==== Online Mode ====
*Password systems for rooms now work again.
*Profanity filter no longer false-positives words ending in “a”.
*Online replays hopefully no longer desync due to differences in online/offline input buffer
*Players can no longer join a room if it is at maximum capacity.
*“Private” column re-added on the room list.
==== Misc ====
*Status boxes no longer appear in training mode if HUD is disabled.
*Removed stray comma from Pichu’s unlock screen.
*Multiman opponents are now lighter (100 → 85).
*In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties.
Category:Super Smash Flash 2 Demo
Category:Super Smash Flash 2
Category:Super Smash Flash series