Alpha 0.1.1.5




Greetings bored mortals. We continue the patches with some Hex Key glowup and fixes concerning previous additions. The store page has been also updated with a modernized logo and recent screenshots.
Two events are expected the first week end of April and May respectively ; that is why the dev is getting more intense.
For the most baguette members of our community I'm doing coding and drawing lives on twitch where I advance all the stuff.
I should also remember y'all that joysticks are functional but a bit depreciated due to how Purebasic handle them.
Of course it is planed to rework them in the very near future. If you have doubts play on keyboard.
-Combat
☼ Screen shake is reset when starting a new round as intended
-Hexkey
Heavy
☼ Image 4 and 5 push increased from 0 0 / 0 0 to -10 0 / -10 / 0
Heavy - [Neutral - Neutral - Neutral]
☼ Added
Side - Back - [Neutral - Neutral - Back]
☼ Added
Back - [Side - Neutral]
☼ Added
-Behind the scenes
☼ Tutorial and credit menu has been optimized to display a single processed image per page instead of displaying all text and images one by one. The gain is very negligible but that's one step done
☼ Fixed a memory leak concerning damage data coordinates (push, pulls, movements, etc)
☼ Created additional safeties concerning dynamically created elements (wind effects, damage data, etc) so when we need more than allocated the game creates new ones
► In theory it no longer makes the game stop with an error, but we loose a tiny bit of performance if we need to create new elements
► In practice the loss is negligible for non potato PC
☼ Added security to prevent cases where exiting an AI fight might make the controls stuck
☼ Added security to joystick controls in menus to avoid cases where keeping pressing a command is taken in account
-Bug fix
☼ [0.1.1.3] Combo hit sound plays in demo fights Fixed
☼ [0.1.1.3] Combo icons are displayed in demo fights Fixed
☼ [0.1.1.4] Debug commands could be used even when the debug option was disabled Fixed.
-Known issues
Do not take them literally, as some are rumors or inconsistent between setups while other problems aren't listed yet.
☼ [0.1] Very long combo list in class gallery may step on the class desc or even outside the bottom screen border
☼ [0.1.0.?] AI tends to not follow combos when the player is in the air
☼ [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] A combo with 5 or more attacks with big icons might be cut off for very small screens
☼ [0.1.0.7] Controller models may have different inputs and even affect both players at the same time
☼ [0.1.1] Cannot pause with controller or player specific meny keys in the fight intro
☼ [0.1.1.1] Lag or picking 50FPS or below makes physics a bit less precise
☼ [0.1.1.3] Some long text strings might break a bit of the interface, overlapping other texts or even getting out of the screen; especially on translations
☼ [0.1.1.3] If there’s one plugged controller connected to Player 1, it is not possible to change it for Player 1 using the controller (use the keyboard instead)
☼ [0.1.1.3] Demo fight kicks in only if the game window is focused even after the 2 minutes long wait
☼ [0.1.1.4] Intro music is sometimes cut when the level music starts, or even loops again and again
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 0.1.1.420 days ago
- Alpha 0.1.1.3Nov 22, 2024
- Alpha 0.1.1.2Oct 22, 2024
- Alpha 0.1.1.1Sep 18, 2024
- Alpha 0.1.1Aug 28, 2024
- 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
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