Hand2Hand Pre-alpha 0.1.0.5a 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 am back sooner than expected with a small patch. I just bumped into very harsh bugs in combos so I had to fix it quickly. I also improved AI a lot, making them more [strike]spammy[/strike] dangerous. They aren't high level yet but every bit helps. The last 48h were quite tough to deal with the AI logic, mostly reworked from scratch. [h1]Artificial Intelligence[/h1] [i]The objective is to make them smarter at hard mode without having long term strategies.[/i] ☼ Medium mode can now select random combos, but less frequently than hard mode ☼ Hard mode gains additional experimental behaviors ► Stuns more often an attacking player ► May pick more often an attack moving the AI away if the player is attacking ► If agile enough will jump to dodge non-aerial player attacks ☼ Each class and stances may gain special behaviors in the future, putting more character to each combination [h2]Chopstick[/h2] ☼ No longer spams down opener attack too often ☼ May start an neutral attack if the player attacks ☼ May start a down attack if the player starts a non-aerial attack [h2]Ballpen[/h2] ☼ Better alternates between frontal and backward attacks if the player is too close or far enough ☼ Blue and red gets additionnal behaviors [h1]Combat[/h1] Any starting attack will put a player on ground level if bellow it by default. This avoids true combos putting the attacker lower and lower. Some animations may ignore this rule, called ungrounded. [h1]Unarmed[/h1] [h2]Heavy[/h2] Shortcut moved from animation frame 6 to 8. [i]This puts more reactivity to this very short range combo.[/i] [h2]Heavy Neutral [Down][/h2] Becomes ungrounded. Pushes more downwards. [h2]Back Heavy [Side][/h2] Becomes ungrounded. [h1]Interface[/h1] ☼ Transitions between solo selection and difficulty less bugged : sounds and fading now plays correctly. ☼ Going back to difficulty selection now returns to the previous selection [h1]Bug fixes[/h1] ☼ [Demo] [strike]Gravity doesn't kick in for killed hands[/strike] Fixed ☼ [0.1] [strike]Going back to difficulty menu could set the cursor to an invisible spot on top of the easy mode, which go back to the previous menu if selected[/strike] Fixed ☼ [0.1.?] [strike]Endgame doesn't show the right winner and looser, neither the loosing jingle[/strike] Fixed ☼ [0.1.?] [strike]Dead players can benefit from debug commands[/strike] Fixed ☼ [0.1.?] [strike]Dead plauyers can be resurected while an endgame[/strike] Fixed ☼ [0.1.?] [strike]Finishing blow sound effect does not play[/strike] Fixed ☼ [0.1.0.4] [strike]AI difficulty increased when there's a higher FPS[/strike] Fixed ☼ [0.1.0.4] [strike]Hitting someone with an attack directly jumps the animation to last frame[/strike] Fixed ☼ [0.1.0.5] [strike]Going back from terrain selection after vs AI class selection goes back to the AI class selection instead of difficulty[/strike] Fixed