Hand2Hand alpha 0.1.1

Hand2Hand

The Hand2Hand project is a fighting game... OF HANDS ! Use everyday object in everyday places out of boredom in epic battles between... yourself.

[i]Greetings bored mortals. I am proud to present you the very first alpha version! I promised myself to release it after the rework of the old HUD. You also get some regular upgrades and bug fixes.[/i] [h1]Window[/h1] It is now possible to move the window in windowed mode by drag'n drop the top bar. While moving, the game is paused. [h1]UI[/h1] ☼ Small combo icons, stat icons, dots, and crescent are reworked; all imported from a single atlas image ☼ Stat icons are now colored in the runtime ☼ Stat icons are now facing the same direction as the corresponding player ☼ Strength icon and small heavy combo icon are now the same [h2]Loading[/h2] Background is now totally black, which makes the fade in/out transitions smoother. [h2]Class gallery[/h2] [img]{STEAM_CLAN_IMAGE}/43619737/757ca49085fc5a135806d7b4be6c8cf545fe3639.png[/img] ☼ Non-colored stances are now orange colored (player 1) ☼ "To be added" image removed for a simple zoomed text ☼ Class name and stance are now colored like in class selection screen ☼ Stat list is more compact in smaller screens ☼ Class description is put below the stat list if the screen is big enough, else beside ☼ Class grid is not confined to a width of 5 icons, it will continue instead to all of its length when possible ☼ Stat values displayed by holding shift are now level colored and have an adapted size [h2]1v1 selection screen[/h2] ☼ Random/Mirror selection displays a question mark / a 'M' on top of the hand ☼ The ?/M is player colored when ready [img]{STEAM_CLAN_IMAGE}/43619737/870ca40a4ad04ab82ae4d2df6e148671e7be30b4.png[/img] ☼ Interface elements are now slightly more symmetrical as intended ☼ Random class has now 3 stances: different class, different stance, any ☼ Normal/mirror/random class/stances selection logic reworked; if contradictory, the logic is either one or the other ☼ Selecting mirror class mirrors display the other selection [img]{STEAM_CLAN_IMAGE}/43619737/04273e741e28ec2e985fc6ee3dfc5372d0c0fa1e.png[/img] ☼ Random selection shows question mark stats [img]{STEAM_CLAN_IMAGE}/43619737/3aac4e4a02c5dcde1650efc9059233bdcb862caa.png[/img] [h2]Fight[/h2] ☼ Battle timer is now displayed in intro and outro ☼ Battle timer is twice smaller if the width is less than 1300 ☼ The game can be paused in intro and outro ☼ Feedback on player lasts for damage x 2 + 2 frames instead of max(damage x 2,2) ☼ Feedback is proportionally less intense if the window is smaller [i]Feedback would be less intense on smaller screens, making the game slightly clearer.[/i] [h2]HUD[/h2] [img]{STEAM_CLAN_IMAGE}/43619737/4f600d51ca1ca0aedb5517d56f9b5d9900b339c5.png[/img] ☼ Completely reworked ☼ More compact and modern ☼ Instead of having two bars on top of each other, the second bar continues the first one ☼ A clip shows the regen limit and stops at the first bar ☼ Guard has now a more definitive display; square chunks are now diagonal stripes ☼ Stamina bar added, showing the remaining HP the player can regen ☼ Fillers are now orange, and recent damage yellow ☼ Class icon no longer has a background [h2]Controller options[/h2] ☼ It is now possible to select a player even if they don't have a controller [h1]Terrain[/h1] The other two terrains now have more compact memory usage like the desktop. [h1]Unarmed[/h1] [h2]Down[/h2] Shortcut reduced from 16 to 9 frames [h2]Down [Heavy][/h2] ☼ Advances by 50px more ☼ Every damage reduced by one, max from 10+6 to 9+5 [h2]Down Heavy [Side][/h2] ☼ Duration reduced from 21 to 14 frames ☼ Damage reduced from 7 to 6 ☼ Advances by 100px more [h2]Down Heavy [Up][/h2] ☼ Duration reduced from 29 to 26 ☼ Damage increased from 5 to 10 [i]Increases the dynamism of this combo, as well as the anti-air threat. However, ground damage reward reduced to compensate the speed.[/i] [h1]Behind the scenes[/h1] ☼ All screen events are now treated as intended, cleaning up most of the minor problems ☼ All keyboard commands are treated directly by the OS instead of the Purebasic API, which makes detection easier and more precise ☼ 1v1 and 1vBot selection screen are fused together in the code ☼ All menus are reworked to be standardized and easier to expand (so any bug is common to all menus) ☼ Combo icons are no longer loaded twice, one for normal and one for mirrored. When a sprite is zoomed, the flip is reset, so I just needed to flip it to normal, then zoom, then flip. [h1]Bug fixes[/h1] ☼ [0.1.0.9] [strike]Damage gadget does not trigger UI feedback[/strike] Fixed ☼ [0.1.0.?] [strike]Changing class with debug commands while in the air does not check for gravity until the next animation[/strike] Fixed ☼ [0.1.0.?] [strike]The game timer and the HUD no longer shake in pause; they are instead frozen where they were[/strike] Fixed ☼ [0.1.0.?] [strike]Hit animation had priority over death[/strike] Fixed [h1]Known issues[/h1] ☼ [Demo] Gravity kicks in only when a movement attack ends ☼ [0.1.0.4b] Picking 50FPS or below could break a bit the physics ☼ [0.1.0.4b] When the game lags, the physics break a bit ☼ [0.1.0.5] x86 version unavailable until further notice ☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physics is incorrect for a few moments ☼ [0.1.0.7] When dodging, the shadow still shows the idle animation ☼ [0.1.0.7] The 5th attack combo with big icon might be cut for very small screens ☼ [0.1.0.7] Some older controllers may have different inputs and even affect both players at the same time ☼ [0.1.1] Cannot pause with controller in the fight intro ☼ [0.1.1] Player input may be stuck at fight start until pressed and released again ☼ [0.1.1] Cannot use debug commands in fight intro and outro