Tuesday, October 25, 2011

Move ranges, effects, polish

More stuff tonight... a slow-down effect when you KO the other player, some small bugfixes, some small improvements to the game and to the animation, another small piece of music, and "Move Hit Ranges". Now instead of a move having only a set instant where it "hits" and if it isn't it range then the move is discarded, moves have a time window where the move can potentially hit. This was made for, especially, Takeshi's flying kick where any time he is flying in the air is a potential hit, not just one particular moment in the air.

Moves such as Takeshi's flying kick didn't have a specific
instant of time that the move connected.
Polish-wise, I've just implemented various all-around improvements like removing the "Round 1" announcement from training mode, not allowing you to choose AI for story mode, and that sort of thing.

I've also tinkered with the AI/COM and am glad to say it plays a lot better now. It's more fun to watch and makes for more exciting demos. I did discover one bug which made it impossible for AI/COMs to do crouching moves (even though there are only two.) The subsequent fixing of this bug and a few other bugs which affected blocking, introduced by the new HitBox type "Lowest" (which can also hit downed fighters, unlike "Low",) and a bit of tweaking, was vital to this improvement.

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