What's this?? A third update in May??
Yeah. I've been on a roll this month.
This update has a few great things added to it.
I completely changed how fighters are loaded and how their player IDs are assigned. I load the fighter in their T-pose when entering the match scene and spawn all their props/weapons. This allows the match to load all the materials, animations, etc. while they're not visible on screen (behind the loading screen). I had a recurring glitch where props would spawn and then load their shader/materials, causing lag and pauses in gameplay. This was done to circumvent that.
This also allowed me to completely fix entering the match other ways: like re-spawning, or spawning on the Results screen. I have a slight glitch to fix in the damage meter where the player color is always set to CPU (so Player 1 is gray). And I'm also gonna add in turning off the damage meter when KO'd (just the % text) and turning that back on when respawning. I still have a few more glitches to fix, including ACMD when being KO'd. When you respawn, the game will play the last ACMD script loaded, like if you fall offscreen when doing an aerial, the sounds, etc. will all replay immediately wheb respawned. This could be problematic, especially if hitboxes also replay.
Also fixed a small glitch with pass-through platforms where a Metal fighter can accidentally pass through multiple platforms without being stopped on the next one down. I added a small timer that waits a very short time before re-enabling collisions with pass-throughs.
Also I recently discovered my Results Screen has better performance suddenly, which is good!
I also had a visual glitch with props when being KO'd. Upon being despawned by the blast line, the prop would stay visible and its animation would keep playing. That's gone too :)
Finally, I got around to adding the sound effects for Mario's new Down Aerial. I just gotta code it now ^_^
That's it for now, but I expect more soon!
~KV
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