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