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 happy to share with you today an improved version in the back end.
The menu can now manage controllers for a smoother transition from keyboard only.
However, combat might feel different than previously, notably because of the several changes in physics and feedback signs.
I can say Hand2Hand finished its copper age and entered a bronze age. The base is still crude but all of the polishing is starting to pay off ![/i]
[h1]UI and UX[/h1]
☼ Screenshots can be taken in battle with Shift+F, they cannot be taken elsewhere that way yet.
☼ Deleted old loading remnants, especially from unloading screens.
☼ Game version in battle gets a darker color if on top of a bright HUD.
☼ Inputs are no longer detected if the window is not active.
☼ Game ready to start text glows like in other menus.
☼ Controls last only one frame instead of several.
☼ Return and Escape are no longer available player keys in control settings.
☼ Player 2 can no longer navigate in menu, except for its own class selection.
[h2]Controller[/h2]
☼ They can be used to navigate in menus.
► Attack to select
► Heavy to cancel
► Jump to escape
[h2]HUD[/h2]
☼ Quickly fades to the hurt color instead of snapping into when taking damage.
☼ If the player color is too bright, the HUD glows into red instead of white
☼ If the player color is green, the HP bars are by default of its player color (orange for right, blue for left).
[img]https://media.discordapp.net/attachments/884688687126937600/1171485650860646410/update3.png[/img]
☼ If the player color is yellow, the back transition HP bar is orange.
☼ Player class icon covers a bit better its area
☼ Player class icon has a dark gray background in battle (galleries unchanged)
☼ Player class icon also shakes when damaged, but is still anchored to the HUD and with a lower power.
☼ The HUD piling up no longer depends on who’s attacking, it is based on the player number instead.
[h2]Player color[/h2]
☼ Right player (orange) has a yellow alternate color if the opponent is either red or orange
☼ Left player (blue) has a white alternate color if the opponent is either blue or lightblue
☼ Player 2 will switch to an alternate color if the player 1 has a close one instead of an exact one. This would make sure both player have different colors as much as possible.
☼ Player shadows are slightly tinted by its color
[h2]Wind effects[/h2]
☼ On too bright backgrounds wind effects have a more intense color
[img]https://media.discordapp.net/attachments/884688687126937600/1171485651175211058/update1.png[/img]
[img]https://media.discordapp.net/attachments/884688687126937600/1171485651510775900/update2.png[/img]
☼ Affected terrains are College and Boardgame club.
[h2]Debug commands[/h2]
The previous system needed to press shift and release another key. Now it is when the key is just pressed.
[h2]Class gallery[/h2]
☼ Selected class switches randomly within its idle animations, like in battle.
☼ Class icons in lists and grids are bigger when selected.
☼ Unreleased classes icon has a transparent and orange background.
[img]https://cdn.discordapp.com/attachments/884688687126937600/1171487363873128518/update4.png[/img]
☼ Player selection in 1vBot can be canceled by the heavy attack command, and left with jump.
[h1]Combat[/h1]
[h2]Recovery[/h2]
Instead of being grayed out, the player flickers between 3 colors : dark gray, gray and grayed player color.
This makes already gray players able to see if they are recovering or not.
[h2]Pushes[/h2]
When a player is stunned, received pushes are a bit stronger in the horizontal axis.
[h1]Chopstick[/h1]
[h2]Side - Side - Side[/h2]
☼ The second and third sides are now reworked.
☼ The second side has more movement amplitude.
☼ Third side :
► Duration reduced from 25 to 24 frames
► No longer has combo shortcut
► Slightly moves downwards at the end so the combo finishes on the ground and doesn’t waste few frames of landing while the had could not attack before.
[h1]Ballpen[/h1]
☼ New swish sounds for large swings
☼ Black stance (default) has an even more intense color.
[h2]Side - Back - Up - Side[/h2]
☼ Second side added
☼ Back and up both recovery increased from 10 to 20
[h2]Side - Back - Up - [Neutral][/h2]
☼ Fixed wind effect positions at animation frame 3
[h2]Down [Neutral][/h2]
☼ Reduced push
[h2]Heavy[/h2]
☼ Damage reduced from 15 to 12
☼ Recovery reduced from 100 to 50 frames
[i]This attack had too much risk for a poor DPS, since the ballpen doesn’t have a combo yet here. Now the attack can be repeated more frequently with a slightly lower gain to compensate.[/i]
[h1]Unarmed[/h1]
[h2]Heavy - Neutral - Side[/h2]
☼ The Heavy pushes less towards the air, light enemies might no longer absurdly fly above the battle area
☼ The side pushes more towards the front
[h1]Gluestick[/h1]
☼ Move front reworked.
☼ Hit reworked.
[h2]Side[/h2]
☼ Reworked.
☼ Movement increased from -70 (-90 max) to -150 (fix)
☼ Damage at frame 6 reduced from 7 to 6
☼ Duration reduced from 53 to 43
[h2]Side [Side][/h2]
Ground hitting sound now coherent with newer gluestick hit sounds.
Neutral [Neutral]
Ground hitting sound now coherent with newer gluestick hit sounds.
[h1]Hexkey[/h1]
☼ Steel stance (default) has a black alternate color.
☼ Aluminum stance has a yellow alternate color.
☼ Added a second idle animation
[h2]Back[/h2]
☼ Duration reduced from 83 to 68 frames
☼ Recovery reduced from 50 to 30 frames
This increases its reactivity and reduces its overall risk. The DPS is increased as the animation can be spammed more frequently.
[h2]Down - Up[/h2]
[h3]Down[/h3]
☼ Stuns during frame 4 and 5 for 20 and 10 frames.
☼ The hitbox of the ground shockwave has been raised by 40 pixels to allow better hitting, but the pushing power is lower to compensate.
[h3]Up[/h3]
☼ Stuns during all of its active frames for 20 and 10 frames.
☼ Pushes upwards in diagonal
[h2]Heavy - Heavy[/h2]
Added. The hexkey has now all minimal animations !
[h1]Behind the scenes[/h1]
☼ Frames and animations are now indexed as well for optimisation improvements.
[h1]Bug fixes[/h1]
☼ [Demo ?] [strike]Heal command (shift+2) heals both player at base max HP but not their class & stance max HP[/strike] Fixed.
☼ [0.1.?] [strike]Debug command only activates only after doing it then releasing shift again[/strike] Fixed.
☼ [0.1.?] [strike]Cannot Alt+F4 if not in debug mode enabled in battle[/strike] Fixed.
☼ [0.1.0.3] [strike]Player color intensity is not applied to its HUD color[/strike] Fixed
☼ [0.1.0.3] [strike]Player color intensity picked the default stance’s no matter the selected stance[/strike] Fixed.
☼ [0.1.0.4c] [strike]Leaving the 1v1 selection screen with escape starts the return sound each frame while pressed[/strike] Fixed.
☼ [0.1.0.5] [strike]When two players grab each other, they become both stuck until the game is aborted[/strike] Partially fixed : when both grabbed they continue their animations, and thus their eventual forced movements. Expect some funky behaviors !
☼ [0.1.0.5] [strike]Gluestick Side [Side] Does not play its sound percussion sound[/strike] Fixed.
☼ [0.1.0.5] [strike]Gluestick Neutral [Neutral] Does not play its sound percussion sound[/strike] Fixed.
☼ [0.1.0.5] [strike]Left player neutral and heavy combo icons in battle were flipped to the wrong location when both player uses them[/strike] Fixed.
☼ [0.1.0.5a] [strike]When a player switches to another animation, the movement of the very first frame could not go underground[/strike] Fixed.
☼ [0.1.0.5b] [strike]Slomo does not slow down the displayed timer[/strike] Fixed, it will also go 5x slower as intended.
[h1]Known issues[/h1]
☼ [Demo] Credit text are cut in smaller windows
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [0.1] Controllers are only detected at game start
☼ [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] Cannot select exclusive stance from random/mirror class in bot selection
☼ [0.1.0.5] x86 version unavailable until further notice