Pre-alpha 0.1.0.8
Greetings bored mortals. At last the controllers evolved from stone age to... antiquity ?
More flexibility has been added to them in terms of handling and configuration.
However there's still additional work to upgrade them to a modern standard.
Animation reworks are in a good pace, chopstick is almost finished to be refined !
I threw in more combos so this update gets more love.
Don't hesitate to report issues about the controllers on discord !
-Controls
Menu
More inputs are now taken in account for navigation, notably joystick.
New actions
It is possible to bind specific moves. The base ones are still available.
☼ Neutral / Side / Back / Up / Down to force this move no matter the direction, by default unassigned
☼ Block / Dash Right / Dash Left available but not supported, by default unassigned
☼ Menu accept, cancel and exit, by default unassigned (menu always has default keys to be safer)
☼ Jump, by default unassigned
Controller
☼ They can now be changed and saved in the settings menu
☼ Refresh controllers
☼ Assign any controller to any player
☼ Reset controllers buttons to default
☼ It is not yet possible to assign which joystick does what
☼ It is not yet possible to define & use the directional arrows
-Combat
☼ Landing effects are now player colored, less when the terrain is darker
Damage gadgets
Some animations can now generate any amount of sub-animations (projectiles, explosions, etc) at any frame.
This would expand mostly to the gluestick attacks, but it will need time to rework its concerned animations.
Map - Desktop
Reworked.
Length reduced from 2950 to 1950px.
Its scale is now more coherent with the size of the combatants.
-Chopstick
Neutral Neutral Neutral Neutral
Completely remade from scratch.
Damage reduced from 5 5 5 5 to 5 3 3 3
The first attack cracks enemy articulations with a long animation end and quick combo shortcut.
Back Heavy Back
Reworked.
Back Heavy Back [Side]
Added.
Up Neutral [Side]
Movement adjustment to land directly instead of finishing the combo slightly in the air.
There won't be a small unwanted delay until the next attack.
Up [Side]
Added.
Heavy [Neutral]
Minor wind timing tweaks.
Heavy Neutral [Up]
Minor wind timing tweaks.
Gets more movement upwards to better catch a fleeing and upward enemy.
-Ballpen
Down
Almost completely remade from scratch.
Down [Down] [Down]
Added.
Heavy
Reworked.
Heavy [Heavy]
Added.
-Unarmed
Neutral Neutral Neutral Side
Reworked.
Up
Reworked.
Down
Reworked.
Damage increased from 3 to 5.
No longer interrupted on miss.
Push is per frame instead of an applied acceleration.
Combo shortcut added.
Heavy
☼ Damage reduced from 12 to 10
☼ Movement shortcut removed
-Gluestick
Neutral
Minor wind timing tweaks.
Back
Reworked. The explosion is now independent from the animation.
Side Neutral [Heavy]
Cannon sound timing fixed.
-Behind the scenes
☼ Animation movements are now decimal instead of integers, which means tweaking would be more precise.
☼ Some animations can now require a hit to spawn its next wind effects.
☼ Orange is now more Orange, going from FF8800 to FF8000.
☼ Combo list in class gallery is no longer brute-forced with all combinations, that means the search is recursive. Performance gain is peanut but the previous code was awful.
☼ JSON data file compressed: image paths take the image folder by default, coords are now in a single integer, frame & animation flags are compressed into one single integer; all of that saves a bit of space and JSON reading time.
☼ Wind effects indexed
☼ The Desktop map image is no longer broken into equal length but with bits of power of two. This means it takes a bit less graphic memory due to less waste.
☼ Control management have been standardized
☼ Keyboard and controller settings are now separated in the JSON for each player
-Bug fixes
☼ [0.1.?] A sound has a very small chance to not play Fixed
☼ [0.1.?] Flipped wind effects have their Y axis movement flipped Fixed
☼ [0.1.?] When a combo is invalid, the wind effect of the next frame is spawned even if it cannot reach it Fixed. That means no longer any parasite wind effects spawned.
☼ [0.1.0.7] Can't use controller to exit the pause Fixed, thanks Simao from Black Door Games for pointing it out with his Steam Deck!
☼ [0.1.0.7] Can't use controller to navigate in the tutorial Fixed
-Known issues
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [0.1.0.3] Cannot move the window in windowed mode, or at least it is very difficult
☼ [0.1.0.4b] Picking 50FPS or below could break a bit the physics
☼ [0.1.0.4b] When the game lags the physic breaks a bit
☼ [0.1.0.4c] Cannot select exclusive stance from random/mirror class in bot selection
☼ [0.1.0.5] x86 version unavailable until further notice
☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physic is incorrect for few moments
☼ [0.1.0.7] When dodging the shadow still shows the idle animation
☼ [0.1.0.7] The 5th attack combo with big icon might be cut for very small screens
☼ [0.1.0.7] Some older controllers may have different inputs and even affect both players at the same time
☼ [0.1.0.7] Shaking is persistent when in pause
Files
Get Hand2Hand Project
Hand2Hand Project
Hand fighting game using daily life objects as weapons.
Status | In development |
Author | FlameofChange |
Genre | Fighting |
Tags | desktop, hand, Singleplayer |
Languages | English |
More posts
- Alpha 0.1.1.227 days ago
- Alpha 0.1.1.161 days ago
- Alpha 0.1.182 days ago
- Pre-Alpha 0.1.0.9Jul 25, 2024
- Pre-alpha 0.1.0.7aApr 30, 2024
- Pre-alpha 0.1.0.7Apr 20, 2024
- Pre-alpha 0.1.0.6Nov 07, 2023
- Pre-alpha 0.1.0.5bOct 24, 2023
- Pre-alpha 0.1.0.5aOct 02, 2023
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