It feels SO good to be back.
I may be currently temporarily sidetracked somewhat by Super Mario Bros. Wonder, but I'm trying not to overplay lol
In Feud news, I've implemented Fast-Falling. You can do it as long as your vertical air speed is even slightly downward, and I successfully added fast-falling straight through soft platforms as well. Today's lesson is "name your variables properly". I named one of mine badly, which caused dropping through soft platforms to break. After changing the name and UNDERSTANDING how I intended it to work, embarrassingly enough, everything's up and running.
Secondly, I've done a lot of testing, but I'm still monitoring the situation re: edges. For now, I've made a small adjustment: the reason I was getting inconsistent Y positions on getup was because of GRAVITY being applied while getting up. I've disabled it on that action, meaning you can now properly climb an edge without worrying about clipping under it or going too far up.
Next, I made the fighter controller a little less floaty, Mario now falls much faster, more in line with official games.
So what's on the menu now? ATTACK COLLISIONS.
That's right, a very frequently asked about and requested feature is FINALLY in the works. Naturally, what's Smash without hitboxes? It IS a brawler after all! I think what intimidated me the most, and thus prevented me from tackling it, was the sheer number of properties a SSB hitbox has. I have a feeling it's gonna be a beefy code file. lol But there's gonna be a few changes from how they're defined in Feud's code. I'm changing a few properties around, like making "stretched" hitboxes part of the regular parameters. I'm using "Capsule Colliders" set as Triggers, and I can easily turn them into Spheres by setting the height to 0. I also have an idea how to make Grab and special grab (example: Falcon Dive) hitboxes.
I'm getting back to work now, I'll see ya!
~TF
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