12-28-2014, 07:17 PM
(This post was last modified: 12-30-2014, 04:40 PM by TheShyGuy.
Edit Reason: Gifs taken out of IMG tags
)
I'm still working on the fighter collision response system. I had an issue, but I solved it as I was writing this update. Fighters will have some additional, non-moveset functions - template functions. There will be 2 for hit stun, "ApplyHitstun" and "RemoveHitstun", and 2 for the context of grabbing (well being binding/attached), "ApplyBindState" and "RemoveBindState". I can attempt to hardcode support this stuff, but it wouldn't be the best idea. So implementing the functions correctly is up to the scripter. However, it shouldn't be too complicated to implement them correctly.
Anyways, this isn't new, but here's some GIFs showing off root motion in action:
http://i.imgur.com/hODgBpl.gif
http://i.imgur.com/qx56M2p.gif
http://i.imgur.com/j4MVqUr.gif
Root motion is just animated movement.
I'd also like to note that tFR needs some graphic effects in general. I assume sound effects aren't custom and are just used from other games. Also, for anyone with content (characters, stages, assists), it'd would help if you made an explanatory description of how they work. I don't need any of this right now, but I just wanted to give a heads up.
Anyways, this isn't new, but here's some GIFs showing off root motion in action:
http://i.imgur.com/hODgBpl.gif
http://i.imgur.com/qx56M2p.gif
http://i.imgur.com/j4MVqUr.gif
Root motion is just animated movement.
I'd also like to note that tFR needs some graphic effects in general. I assume sound effects aren't custom and are just used from other games. Also, for anyone with content (characters, stages, assists), it'd would help if you made an explanatory description of how they work. I don't need any of this right now, but I just wanted to give a heads up.