Alpha 0.1.1
Greetings bored mortals. I am proud to present you the very first alpha version!
I promised myself to release it after the rework of the old HUD.
You also get some regular upgrades and bug fixes.
-Window
It is now possible to move the window in windowed mode by drag'n drop the top bar.
While moving, the game is paused.
-UI
☼ Small combo icons, stat icons, dots and crescent are reworked; all imported from a single atlas image
☼ Stat icons are now colored in the runtime
☼ Stat icons are now facing the same direction as the corresponding player
☼ Strength icon and small heavy combo icon is now the same
Loading
Background is now totally black, which makes the fade in/out transitions smoother.
Class gallery
☼ Non colored stances are now orange colored (player 1)
☼ "To be added" image removed for a simple zoomed text
☼ Class name and stance are now colored like in class selection screen
☼ Stat list is more compact in smaller screen
☼ Class description is put below the stat list if the screen is big enough, else beside
☼ Class grid is not confined to a width of 5 icons, it will continue instead to all of its length when possible
☼ Stat values displayed by holding shift are now level colored and have an adapted size
1v1 selection screen
☼ Random/Mirror selection displays a question mark / a 'M' on top of the hand
☼ The ?/M is player colored when ready
☼ Interface elements are now slightly more symmetrical as intended
☼ Random class has now 3 stances: different class, different stance, any
☼ Normal / mirror / random class/stances selection logic reworked; if contradictory, the logic is either one or the other
☼ Selecting mirror class mirrors display the other selection
☼ Random selection shows question mark stats
Fight
☼ Battle timer is now displayed in intro and outro
☼ Battle timer is twice smaller if the width is less than 1300
☼ The game can be paused in intro and outro
☼ Feedback on player lasts for damage x 2 + 2 frames instead of max(damage x 2,2)
☼ Feedback is proportionally less intense if the window is smaller
Feedback would be less intense in smaller screen, making the game slightly more clear.
HUD
☼ Completely reworked
☼ More compact and modern
☼ Instead of having two bars on top of each other, the second bar continues the first one
☼ A clip shows the regen limit and stops at the first bar
☼ Guard has now a more definitive display, square chunks are now diagonal stripes
☼ Stamina bar added, showing the remaining HP the player can regen
☼ Fillers are now orange, and recent damage yellow
☼ Class icon no longer has a background
Controller options
☼ It is now possible to select a player even if they don't have a controller
-Terrain
The other two terrains have now a more compact memory usage like the desktop.
-Unarmed
Down
Shortcut reduced from 16 to 9 frames
Down [Heavy]
☼ Advances by 50px more
☼ Every damage reduced by one, max from 10+6 to 9+5
Down Heavy [Side]
☼ Duration reduced from 21 to 14 frames
☼ Damage reduced from 7 to 6
☼ Advances by 100px more
Down Heavy [Up]
☼ Duration reduced from 29 to 26
☼ Damage increased from 5 to 10
Increases the dynamism of this combo, as well as the anti-air threat.
However, ground damage reward reduced to compensate the speed.
-Behind the scenes
☼ All screen events are now treated as intended, cleaning up most of the minor problems
☼ All keyboard commands are treated directly by the OS instead of the Purebasic API, which makes detection easier and more precise
☼ 1v1 and 1vBot selection screen are fused together in the code
☼ All menus are reworked to be standardized and easier to expand (so any bug is common to all menus)
☼ Combo icons are no longer loaded twice, one for normal and one for mirrored. When a sprite is zoomed the flip is reset so I just needed to flip it to normal then zoom then flip.
-Bug fixes
☼ [0.1.0.9] Damage gadget do not trigger UI feedback Fixed
☼ [0.1.0.?] Changing class with debug commands while in the air do not check for gravity until next animation Fixed
☼ [0.1.0.?] The game timer and the HUD no longer shake in pause, they are instead frozen on where they were Fixed
☼ [0.1.0.?] Hit animation had priority over death Fixed
-Known issues
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [0.1.0.4b] Picking 50FPS or below could break a bit of the physics
☼ [0.1.0.4b] When the game lags the physics breaks a bit
☼ [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 physics is incorrect for a 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
☼ [0.1.1] Cannot pause with controller in the fight intro
☼ [0.1.1] Player input may be stuck at fight start until pressed and released again
☼ [0.1.1] Cannot use debug commands in fight intro and outro
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
- Pre-Alpha 0.1.0.9Jul 25, 2024
- Pre-alpha 0.1.0.8Jun 11, 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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