Hand2Hand Pre-alpha 0.1.0.4b patch

Hand2Hand

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