Game
Super Smash Bros. Feud

2 years ago

Update ver. 04-15-2023


Hi there!~

Quite a bit has happened in the 20 days since I posted the Captain Falcon update!

Firstly, I finally have nearly completed EDGE GRABS. <3 Remember when I had this issue where the fighter would grab it at a seemingly random vertical position? FIXED! Turns out I forgot to disable gravity the instant an edge is detected, and now? You can grab them with about 99.9% consistency!

I added a "Y adjust" parameter to get up options, which is meant to prevent the fighter from clipping through the ground or ending up too high/airborne when climbing up. Thanks to the Unity Discord, I changed where my detector was located, and now it works so much better. You can jump up onto an edge, fall/fallaerial onto one, and I'm also working on air dodging into one as we speak. And also figuring out how to fix a glitch where if I'm moving horizontally, you'll keep moving in that direction till you act out of the edge hang animation. Edge grabs are almost done beside that.

Plus, you can: edge climb, edge dodge, edge get up attack and edge jump! All edge options are available and fully operational. And now, if you wait long enough during the hang, you'll tumble off the edge. =) I also added a small "cooldown" to edge grabs to prevent spamming, and now everything resets properly when leaving an edge. I'm a happy man.

I also applied a small fix to the aerial jump. I took a look at it in Scene view, and there wasn't much vertical movement. I adjusted the move velocity variable, and now you have a proper midair jump.

Also, I had a false alarm the other day. I was noticing some lag/slowdown when playtesting. Turns out it was because I had Gizmos and Debug.DrawRay()'s visible in Game view. I turned that off and performance was bloody smooth like before. What a relief!!

So what's next now? I would like to use the edge tumble to test implementing teching (known in official Smash game code as "passive". I have an idea how to work this out, it seems simple enough. I just have to measure my distance from the ground with a short downward Ray, and if it hits the ground and I hit the shield/dodge button before touching the ground? Boom. Wall and ceiling teching should be just as simple once knockback is working!

So for now, this big update is all. :( But I hope it's all right~

~TF

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