The Hand2Hand project is a fighting game... OF HANDS ! Use everyday object in everyday places out of boredom in epic battles between... yourself.
Greetings bored mortals, this is a major update concerning the engine !
I know there's no more content yet, but I wanted to have a better structure to handle later elements !
I promise the next updates will focus on frame rework, bot selection and the Hex key.
[h1]Engine[/h1]
We gain here much more performance concerning the CPU and the RAM.
When 2 hands are fully loaded, the game eats 8x less RAM !
[h2]Frame per second[/h2]
☼ Game set to 100 FPS by default
☼ Can be displayed in game, toggled in the option menu (by default disabled)
☼ The game no longer spam frames as much a possible, it will stick instead to the intended FPS value
☼ Even if the display lags behind the game is somewhat at the same speed
☼ Menu framerate is now coherent with the rest of the game
☼ The FPS can be set in options to
► 50
► 60
► 70
► 80
► 90
► 100 (default)
► 120
► 144
► 200
► 240
[h2]Fluid mode[/h2]
☼ By default enabled
☼ The previous basic mode is now deleted
☼ Its option slot is replaced by the FPS setting
[h2]On the fly FPS change[/h2]
☼ No longer available
☼ Zero and 1 keys no longer do anything
☼ Slomo mode still available
[h2]Frame buffering[/h2]
☼ Disabled by default, since they tend to lag the game a bit in combat
☼ The game runs better when loading everything at start instead of loading on the fly
[h1]Unarmed[/h1]
[img]{STEAM_CLAN_IMAGE}/43619737/62185b6559f2073262508e7e4b8b5dc6a64bb15d.png[/img]
Idle, Move Front, Move Back, Hit and Spawn reworked
[h1]Interface[/h1]
[h2]Class selection[/h2]
[img]{STEAM_CLAN_IMAGE}/43619737/abc23067fbedc4fb3d5390e2f5994a3a7ddf6d71.png[/img]
☼ Going back from class selection no longer keep the validation
☼ Random & Mirror icons are now correctly integrated to the class lists
[h2]Fade in/out[/h2]
☼ Going from a menu to another fades in/out black
☼ Commands are locked when fading in
[h2]Navigation[/h2]
Escaping a menu will return to the previous one, not the main menu
[h1]Combat[/h1]
[h2]Jump & Landing[/h2]
The shake is only vertical when a hand lands. The other shake sources are unchanged
[h2]Frame delay[/h2]
When enabled, hit hands will display a hit frame during a frame delay. Only for 1v1 and 1vBot for now.
[h2]Hit[/h2]
A hand trembles when stunned by an attack proportionally to the remaining stun duration
[h1]Bug fixes[/h1]
☼ [Demo] [strike]A hand can normally attack when bellow 5 frames of non-stun recovery, but the default recovery animation had higher display priority[/strike] Fixed
☼ [Demo] [strike]A stunned hand could attack & jump[/strike] Fixed
☼ [Demo] [strike]The AI doesn't adapt its reaction speed to the game speed[/strike] Partially fixed. Only the attack chance is dynamic, not the check frequency.
☼ [0.1.0.3] [strike]Inputs are still counted even when the game window is not active[/strike] Fixed
☼ [0.1.0.4a] [strike]Random & Mirror icons aren't reloaded when changing resolution[/strike] Fixed
[h1]Behind the scenes[/h1]
[h2]OpenGL[/h2]
Switched from DirectX9, to allow on the fly sprite flip
[h2]Sprite loading[/h2]
☼ Each frame no longer have 1 or two version of the same sprite (normal and/or flipped).
☼ When needed the frame is flipped for display
☼ Doesn't concern hitboxes and hurboxes (they are still cloned)
☼ This saves a lot of performance on slower computers.
[h2]Frame digestion[/h2]
☼ This was a system to digest every frames of the game into one single big image.
☼ The goal was to puke frames on execution instead of loading them one by one from the disc, which is in theory faster
☼ On practice, this system has a bottleneck when grabbing part of an image, making it... slower than intended ; due to how Purebasic works
☼ The game still use the default loading system until all of the bottleneck are solved
☼ The digestion could save some Mb in disk, but the performance cost was too high
☼ Kept for later, frozen in the meantime
[h1]Known issues[/h1]
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [0.1.0.2] Changing to windowed mode at screen resolution will tear the display, but fine in reverse order
☼ [0.1.0.3] It is difficult to successfully take a screenshot, it is black instead
☼ [0.1.0.3] It is difficult to go back to the game window after switching to another
☼ [0.1.0.3] Cannot move the window in windowed mode, or at least it is very difficult
☼ [0.1.0.3] Not all resources are freed when navigating in menus & gamemodes
☼ [0.1.0.4b] Picking 50FPS or bellow could break a bit the physics
☼ [0.1.0.4b] When the game laggs the physics breaks a bit