NokiMo
shibagani48
shibagani48

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Weekly report

Hello, everyone! Introducing this week's update.

■Major refurbishment of hitbox processing

As some of you have reported, there were frequent bugs in the collision detection process. Previously, each player used to perform hitbox processing individually, but this caused bugs such as the results shifting between players and the order of processing changing. Therefore, I prepared a manager class to unify the processing flow. This organized the order of processing and made the code very easy to understand! 🤩


...Yeah?... So what?🙄

It's an internal process, so it doesn't affect the appearance of the game at all. That's right, I'm the only one who is happy with the update. sorry!😭However, I think there are still bugs, so please let me know if you find one! (But I can fix it faster than before.😉)

■Addition of 9 types of rough animation

Now that the basic attack system is almost complete, so I plan to implement a cancel system next week so that we can combo. Prior to that, the animation of the normal attack was renewed so that the canceled state can be visually confirmed. Here is the added attack animation.

5B,5C,5D,2A,2B,2C,AirA,AirB,AirC

The overall range is short, so I'll make some more adjustments next week. And the previous 5B and 5C can be issued as a special attack with a command.

■Pause Manu

The current demo cannot be exit without KO of the opponent, so I made a pose menu. You can call it with the start button on the gamepad or the ESC key on the keyboard.

■Attack frame information display

Frame information is now displayed in the debug menu when launching an attack. The frame settings are based on GGST's SOL. The GGST frame feels surprisingly slow.🙄

■Known bugs

Some of the less reproducible bugs are: If you know the conditions, please let me know!

Next week, we may finally be able to practice combos. looking forward to!

That's all today.
Have a nice day!


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