07-31-2014, 12:14 PM
Sub Input:
For example, if the (P)unch and (K)ick keys are used for separate moves. And (P + K) is used for another, then the both the punch and kick moves should allow a few frames to cancel into the (P + K) move. This would be more useful if players didn't have the same general basic button input for moves though. So this idea could be unnecessary.
Error tolerence Difference:
I'm not entirely sure what I was thinking at the time. I think I was thinking that for the gamepad and keyboard, direction buttons would be tougher to get 100% accurate (especially on a gamepad) than normal attack buttons. Thus keeping a separate buffer or way of checking the buffer (one for attack buttons, one for directions) might be necessary.
For example, if the (P)unch and (K)ick keys are used for separate moves. And (P + K) is used for another, then the both the punch and kick moves should allow a few frames to cancel into the (P + K) move. This would be more useful if players didn't have the same general basic button input for moves though. So this idea could be unnecessary.
Error tolerence Difference:
I'm not entirely sure what I was thinking at the time. I think I was thinking that for the gamepad and keyboard, direction buttons would be tougher to get 100% accurate (especially on a gamepad) than normal attack buttons. Thus keeping a separate buffer or way of checking the buffer (one for attack buttons, one for directions) might be necessary.