hurry up you lazy git I want to play
Okay maybe soon
Ok new build is up. Some of the animations look even wonkier now that I converted to mecanim, probably mostly due to the old rig being whack as hell.
Changes:
- Converted animation system to use Mecanim instead of Legacy. (Smoother transitions, mirrored animations, no more bone hierarchy restrictions)
- Added two new models (Soldier and Swat), free off the unity asset store.
- Added bobble heads
- Tweaked a number of move’s animations
- Brightened the front light
Overall though I think it looks and feels a lot better now, let me know what you think.
Edit: oh yeah throws are pretty messed up right now oops
Did not know about that Dynamic bone asset! Gonna buy that now, I’ve been fighting to get something like that working for a while now, how do you like it?
I like it a lot. It’s super easy to use, just throw the component on the mesh (can be anywhere) and assign it what bone you want to affect. I will work very well for cosmetic things.
Haven’t been working so much lately, been addicted to USF4 (will probably continue to be up until after EVO) and in the middle of a move.
New build up, but there’s not a whole lot of changes.
Changes:
- Reverted to the old animation system. The mecanim stuff is still there, but I was running into a whole lot of issues that now I’m not sure can be fixed (animation interpolation not as good as I thought, animations not looking 100% correct, work flow is slower and not as controllable)
- Reduced the freeze frame formula
- Tweaked camera some more
YOOOOOOOO, it’s been a while, but I’ve got a new build up!
A lot of changes, too many to really remember but I’ll list some of them.
- Performance fixes, game should run better in general and when sub-60 fps (it will drop input when below 60 tho)
- Refactored collision detection to be calculation based rather than using Unity’s collision physics. Chopped off a frame of response time and some weird crossup issues, should feel a lot better.
- Added a fierce air fireball
- Been working on new UI stuff since Unity released their new version.
- Some changes to freeze frames, specifically air moves
- Parry reworked, although no way to test it right now.
- Momentum mechanic disabled for the moment. At this point I’m probably going to just use standard meter, 1 bar for powercancel and 1 bar for parry, we’ll see.
- Some camera tweaks
- Reworked how air hits are defined. Before I had to define how a hit launches an opponent on a per hit box basis, now they can reference shared values or create their own.
- Spent a bunch of time making a new editor. You can’t see it but it’s a lot easier to use.
- Can now redefine controls (no keyboard control at the moment unfortunately, need a gamepad or stick), it’s a little janky still but it gets the job done. (if you fuck up bad you can use the keyboard arrows in the menus)
- Options now save between games
- Tweaked a bunch of moves
Overall the game should feel a lot better than the last time I posted, please take a look!
How in the heck to I config my controller? Can I not use a keyboard with this game?
Sorry I took out keyboard controls when I implemented the controller mapping and haven’t put it back in yet :\
Started working with an animator
http://youtu.be/lirG3rOXsa8
- Tweaked camera FOV and distance values
- Added a bunch of new animations
- Removed high jumps
- Increased height of short jumps
- Tweaked push back and freeze values
Added functionality for changing colors, also added a new throw animation
Signed up just to comment on this - looks awesome man, looking forward to having a play around with it.
Is keyboard control back in?
Very nice game! I’m also in the same endeavor with my game. I wish you all the success!!!
Thanks man. Nah keyboard control isn’t back in lol, probably won’t be putting out another build until I’ve fixed that and the rest of my UX issues.
The struggle is real.