Hand2Hand Pre-Alpha 0.1.0.8

Hand2Hand

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