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. At last the controllers evolved from stone age to... antiquity ?
More flexibility has been added to them in terms of handling and configuration.
However there's still additional work to upgrade them to a modern standard.
Animation reworks are in a good pace, chopstick is almost finished to be refined !
I threw in more combos so this update gets more love.
Don't hesitate to report issues about the controllers on discord ![/i]
[h1]Controls[/h1]
[h2]Menu[/h2]
More inputs are now taken in account for navigation, notably joystick.
[h2]New actions[/h2]
It is possible to bind specific moves. The base ones are still available.
☼ Neutral / Side / Back / Up / Down to force this move no matter the direction, by default unassigned
☼ Block / Dash Right / Dash Left available but not supported, by default unassigned
☼ Menu accept, cancel and exit, by default unassigned (menu always has default keys to be safer)
☼ Jump, by default unassigned
[h2]Controller[/h2]
[img]{STEAM_CLAN_IMAGE}/43619737/2706ef655e24d7ebf3cbe479d8ffaf95abc32e6a.png[/img]
☼ They can now be changed and saved in the settings menu
☼ Refresh controllers
☼ Assign any controller to any player
☼ Reset controllers buttons to default
☼ It is not yet possible to assign which joystick does what
☼ It is not yet possible to define & use the directional arrows
[h1]Combat[/h1]
☼ Landing effects are now player colored, less when the terrain is darker
[h2]Damage gadgets[/h2]
Some animations can now generate any amount of sub-animations (projectiles, explosions, etc) at any frame.
This would expand mostly to the gluestick attacks, but it will need time to rework its concerned animations.
[h2]Map - Desktop[/h2]
Reworked.
Length reduced from 2950 to 1950px.
Its scale is now more coherent with the size of the combatants.
[h1]Chopstick[/h1]
[h2]Neutral Neutral Neutral Neutral[/h2]
Completely remade from scratch.
Damage reduced from 5 5 5 5 to 5 3 3 3
The first attack cracks enemy articulations with a long animation end and quick combo shortcut.
[h2]Back Heavy Back[/h2]
Reworked.
[h2]Back Heavy Back [Side][/h2]
Added.
[h2]Up Neutral [Side][/h2]
Movement adjusted to land directly instead of finishing the combo slightly in the air.
There won't be a small unwanted delay until the next attack.
[h2]Up [Side][/h2]
Added.
[h2]Heavy [Neutral][/h2]
Minor wind timing tweaks.
[h2]Heavy Neutral [Up][/h2]
Minor wind timing tweaks.
Gets more movement upwards to better catch a fleeing and upward enemy.
[h1]Ballpen[/h1]
[h2]Down[/h2]
Almost completely remade from scratch.
[h2]Down [Down] [Down][/h2]
Added.
[h2]Heavy[/h2]
Reworked.
[h2]Heavy [Heavy][/h2]
Added.
[h1]Unarmed[/h1]
[h2]Neutral Neutral Neutral Side[/h2]
Reworked.
[h2]Up[/h2]
Reworked.
[h2]Down[/h2]
Reworked.
Damage increased from 3 to 5.
No longer interrupted on miss.
Push is per frame instead of an applied acceleration.
Combo shortcut added.
[h2]Heavy[/h2]
☼ Damage reduced from 12 to 10
☼ Movement shortcut removed
[h1]Gluestick[/h1]
[h2]Neutral[/h2]
Minor wind timing tweaks.
[h2]Back[/h2]
Reworked. The explosion is now independent from the animation.
[h2]Side Neutral [Heavy][/h2]
Cannon sound timing fixed.
[h1]Behind the scenes[/h1]
☼ Animation movements are now decimal instead of integers, which means tweaking would be more precise.
☼ Some animations can now require a hit to spawn its next wind effects.
☼ Orange is now more Orange, going from FF8800 to FF8000.
☼ Combo list in class gallery is no longer bruteforced with all combinations, that means the search is recursive. Performance gain is peanut but the previous code was awful.
☼ JSON data file compressed : image paths takes the image folder by default, coords are now in a single integer, frame & animation flags are compressed into one single integer ; all of that saves a bit of space and JSON reading time.
☼ Wind effects indexed
☼ The Desktop map image is no longer broken into equal length but with bits of power of two. This means it takes a bit less graphic memory due to less waste.
☼ Control management have been standardized
☼ Keyboard and controller settings are now separated in the JSON for each player
[h1]Bug fixes[/h1]
☼ [0.1.?] [strike]A sound has a very small chance to not play[/strike] Fixed
☼ [0.1.?] [strike]Flipped wind effects have their Y axis movement flipped[/strike] Fixed
☼ [0.1.?] [strike]When a combo is invalid, the wind effect of the next frame is spawned even if it cannot reach it[/strike] Fixed. That means no longer any parasite wind effects spawned.
☼ [0.1.0.7] [strike]Can't use controller to exit the pause[/strike] Fixed, thanks Simao from Black Door Games for pointing it out with his steam deck !
☼ [0.1.0.7] [strike]Can't use controller to navigate in the tutorial[/strike] Fixed
[h1]Known issues[/h1]
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [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 physic 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
☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physic is incorrect for few moments
☼ [0.1.0.7] When dodging the shadow still shows the idle animation
☼ [0.1.0.7] The 5th attack combo with big icon might be cut for very small screens
☼ [0.1.0.7] Some older controllers may have different inputs and even affect both players at the same time
☼ [0.1.0.7] Shaking is persistent when in pause