Weekly report
Added 2022-01-23 09:31:57 +0000 UTCHello, everyone! Introducing this week's update. Due to the unstable interaction between players, only 1P can be operated this time demo.

■Chain combo
I have implemented cancel routes for attacks, so combos are now possible! Try to find the them.🧐For the demonstration, it is easier to connect the combo than it actually is. Let's find infinite combo!🤣

■Addition of several special moves
I updated the temporary command moves and added a foot payment.
- ↓↓ + A or B or C : Projectile. The position of occurrence changes with the button.
- ↓↙← + C : Dragon punch. I don't really like the pose so I'll change it later.🙄
- ↓ + D : Sweep attack.
- 5D : Changed 6D to 5D.
■Wall Bound
Wall bounce will occur if the player hit the corner of the screen while it is blown away. This is the chance to combo!
■Processing for each attack level
The attack level is from 0 to 4, and when it hits, the process branches accordingly. Hit stop frame, visual FX, camera, motion etc.
Also, although We can't confirm this time, the counter has already been implemented.
■Movement during an attack
By improving the combo route, it is possible to move the coordinates during the specific action. It's sober, available from this time!
■Pause menu
You can turn the debug log on and off and set the infinite life.
■Bug fix
Fixed a bug reported in Discord.
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With this update, I think it's becoming more like a fighting game! Next week's main implementations will be the EX Bars and Super Arts. If you have any ideas for Zdrada's Super Arts, please let me know! As the implementation progresses, the processing becomes heavier. I have to do a large-scale data organization later.😖 I'd like to manage to finish the basic implementation in January and brush up the graphics in February.
That's all today.
Have a nice day!