Hand2Hand Pre-alpha 0.1.0.5 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. I promised more content and here we are ! Behold the mighty Hexkey as the 5th playable class ! It is not much a surprise since you were teased at the class list. While it is not complete yet it can at least fight everyone. [h1]Performance[/h1] ☼ Performance option has now only two modes : ► Load on demand (high CPU, high disk usage) ► Load everything (high GPU usage but smooth fights) [h1]Interface[/h1] ☼ All background are now the same by default ☼ Starting counter is more animated [h2]Loading screen[/h2] ☼ Loading animation added ; other loading animation are randomly selected but only one exist for now. ☼ The loading screen shows a progress bar with a fixed size for all classes ☼ Instead of loading one animation with all of its children, frames are loaded by batch at each frames so the framerate isn't stuck ☼ Loading time increased for fast loader, but negligible for slow computers [h1]Sound[/h1] ☼ Finger hit sounds reworked ☼ Finger swish sounds reworked ☼ Gluestick hit sounds reworked ☼ A sound pool can now have a specific volume for its synchronized following sound pool ☼ Wav sounds compressed into OGG to save a bit more space [h1]Balance[/h1] ☼ Recovery is divided by 1+Agility/10 instead of 1+Agility*3/10 [i]Agility was too strong because missed attacks were too forgiving for agile classes[/i] ☼ Recovery have now a decimal value instead of integer, making it more precise in combat [h1]Animation[/h1] [h2]Follow[/h2] ☼ Each animation frame can now have a specific frame value which indicates when it can follow to the next valid combo instead of waiting the end of its duration. ☼ By default all animations with a shortcut can follow at half of its escape frame duration This allows more precise balance for each animations, deciding when a long frame could be shortcut [h2]Damage duration[/h2] ☼ Each animation frame can now have a damage duration value which checks for hit only before its value. ☼ This makes animations & attacks more flexible because we can make ending frames longer but not active ☼ For example Unarmed Side and Hexkey side their last frame have an active damage duration of 4 frames ☼ This is also taken in account in debug mode where hurtbox are shown : they don't when the frame damage isn't active [h2]Shadow[/h2] ☼ Each frame can have a shadow position modifier to have a more coherent placement, even with height ☼ Most of currently concerned animation have now shadow shift values [h2]Grab[/h2] ☼ An animation frame can now grab the targeted player, blocking all other movements during active frames ☼ Currently affected animations in bracets ► Choptick Heavy [Heavy] ► Unarmed [Down] ► Unarmed Heavy [Neutral] ► Unarmed Heavy [Neutral] [Back] ► Unarmed Heavy [Neutral] [Down] ► Hexkey [Side] ► Hexkey [Up] ► Hexkey [Down] [h2]Pushes[/h2] ☼ An animation frame can now instantly push the targeted player once instead of per frame (no affected frames yet) ☼ An animation frame can now instantly move the targeted player to a relative position from the attacker (no affected frames yet) [h1]Chopstick[/h1] [h2]Side[/h2] ☼ Reworked ☼ Damage changed from 5-5-5 to 4-5-4 [h2]Up[/h2] ☼ Animation reworked ☼ Recovery increased from 5 to 8 frames ☼ Duration increased from 21 to 35 frames ☼ Shortcut increased from 8 to 16 frames [h2]Up [Neutral][/h2] ☼ Animation reworked ☼ Recovery increased from 8 to 10 frames ☼ Duration increased from 17 to 22 frames ☼ Shortcut increased from 12 to 13 frames [h2]Up Neutral [Side][/h2] ☼ Animation reworked [h2]Up Neutral [Heavy][/h2] ☼ Animation reworked ☼ Has a bit more active frames for better hit [h1]Ballpen[/h1] ☼ Back reworked [h1]Unarmed[/h1] ☼ Second idle animation added ☼ Death, Jump and landing animation reworked, so are all of its non-combat animations ☼ Side reworked, damage reduced from 7x2 to 6x2 [h1]Gluestick[/h1] ☼ Idle and Movement Front animation reworked ☼ Back Neutral Side combo added ☼ Back [Neutral] plays its sound one animation frame sooner [h1]Hexkey[/h1] ☼ Added, playable but not finished ☼ Can be selected by the AI ☼ Has all basic animations except heavy attack ☼ Has the following combos : ► Neutral Neutral Neutral Down ☼ Up Down ☼ Side Back [h1]Behind the scenes[/h1] ☼ Class icons and progression bars are no longer loaded twice, they are flipped when needed instead. This saves some video memory ☼ The game can now detect combos up to 5 attacks instead of 4, there's no any 5 attack combos yet but it prepares future content. ☼ Game loop time synchronisation is a tad more precise, from integer microseconds to decimal microseconds ☼ Deleted unused sounds and frames in gamefiles [h1]Bug fixes[/h1] ☼ [Demo] [strike]Hitting an enemy but failing the combo do not take the attacker agility in account[/strike] Fixed ☼ [Demo] [strike]Manually switching in debug mode to a class not having an icon crashes[/strike] Fixed ☼ [0.1] [strike]Ground level is not adapted to all screens[/strike] Fixed ☼ [0.1] [strike]Sound volume options do not apply to combat[/strike] Fixed ☼ [0.1] [strike]Combo display mode is not saved in options and is stuck at Big by default[/strike] Fixed ☼ [0.1] [strike]Launching the game with no settings file could detect the wrong resolution and start at the lowest[/strike] Fixed ☼ [0.1.0.4?] [strike]Wind effects would start to spawn over and over if the player keep pressing an invalid combo when finishing an animation[/strike] Fixed ☼ [0.1.0.4b] [strike]Class icons had black artifacts due to wrong transparency color[/strike] Fixed ☼ [0.1.0.4b] [strike]Escaping again an escaping menu restarts the fading[/strike] Fixed ☼ [0.1.0.4b] [strike]Too small screen could cut the class selection list at the bottom[/strike] Partially fixed : smaller screen just don't display the class selection list ☼ [0.1.0.4c] [strike]Escaping the control menu plays a confirmation sound[/strike] Fixed ☼ [0.1.0.4c] [strike]Escaping sound could be spammed during transition[/strike] Fixed ☼ [0.1.0.4c] [strike]Player 2 (left) icon wasn't flipped to the right direction[/strike] Fixed ☼ [0.1.0.4c] [strike]Player 2 (left) hurtbox sprites are at the right location but wrongly flipped[/strike] Fixed ☼ [0.1.0.4c] [strike]Combo icons don't show the right hand nor the right direction[/strike] Fixed [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 ☼ [0.1.0.4b] Picking 50FPS or bellow could break a bit the physics ☼ [0.1.0.4b] When the game lags the physics breaks a bit ☼ [0.1.0.4c] Combo icon color for Side and Back are shifted up/down in x86 ☼ [0.1.0.4c] Cannot select exclusive stance from random/mirror class in bot selection ☼ [0.1.0.5] x86 version unavailable until further notice ☼ [0.1.0.5] When the hand wants to change to an absent animation, it loops the previous looping animation instead with no further checks ☼ [0.1.0.5] Canceling a bot selection reverts the player to the wooden chopstick ☼ [0.1.0.5] Alternate color in selection when fading out is not applied