12-11-2015, 03:39 PM
Update time:
I implemented the basis for a lot of attacks now. First post is updated.
Remaining:
I created a tool for editing and creating frame data that really speeds up the process.
I managed to fix all of Gilbert's hitboxes within minutes as opposed to an hour!
The engine feels a little snappy in places, but I think it's just because the animations are limited. The physics seem to work out okay. I even created tether-to-ledge physics for if it is ever needed. Therefore it seem to be shaping up nicely all things considered.
I also made a CPU to fight with. He switches from being okay to just standing completely still in front of me and jabbing me out of any attack. Just like a CPU in melee :p
When I actually get to AI, I want to give each character some specific strategies that they may employ. Right now it's just basically defend, chase, and stand still and jab like a maniac.
So yeah, that's where this stands now.
I wanted to have the first playable test be a target test stage, but if I get the CPU ready enough, I'll include it as well.
I implemented the basis for a lot of attacks now. First post is updated.
Remaining:
- Auto cancel window on Air Attacks
- Directional Influence
- Ledge Attack
- Pummel + Throws
I created a tool for editing and creating frame data that really speeds up the process.
I managed to fix all of Gilbert's hitboxes within minutes as opposed to an hour!
The engine feels a little snappy in places, but I think it's just because the animations are limited. The physics seem to work out okay. I even created tether-to-ledge physics for if it is ever needed. Therefore it seem to be shaping up nicely all things considered.
I also made a CPU to fight with. He switches from being okay to just standing completely still in front of me and jabbing me out of any attack. Just like a CPU in melee :p
When I actually get to AI, I want to give each character some specific strategies that they may employ. Right now it's just basically defend, chase, and stand still and jab like a maniac.
So yeah, that's where this stands now.
I wanted to have the first playable test be a target test stage, but if I get the CPU ready enough, I'll include it as well.