AW YES! When Project Showdown released their 2 Lucina videos on YouTube, I panicked, I won't lie. I felt like they were overtaking me and my progress!!
But, now I'm back in business! Before this update, I had a hack-y way of setting fighters to specific players. Like setting Mario to Player 1's colours/controls if chosen.
Well I did it the correct way this time. Those days are over!
Now! The PlayerInput component is on the fighter object itself, and on spawn, the game will assign the Player who chose it to the object (i.e. Player 1), along with that player's gamepad/controller! So to test, I set Player 1 (me) to Mario, and got the gamepad ID I was using, set that data to Mario's object, and it worked :D Mario is controlled by Player 1 and their gamepad. I also set it up to match all connected gamepads (I'll do more playtesting to confirm later). I have a total of 3 XInput pads, so I should be able to have 3 concurrent human players at the moment. I was butting my head against the wall for a WEEK now, because I couldn't for the life of me get Mario to respond to input. My gamepad was confirmed working by Unity's input debugger. But I found and fixed the problem. I forgot to set a flag to TRUE on my input wrapper's Update() function. So the inputs were unable to send button press information to the Animator parameters lol. Check every dang variable, devs!
What I did, in a class called SystemVars (they're global game variables like point scores and the like), I have an array of Players. They all are assigned any connected gamepads on boot, and I will eventually code the Fighter Select Screen to adjust that when the game accepts new gamepad connections. Each "Player" object has a Fighter object (like the Mario I use to develop the game, the Gamepad instance (my controller I use when I playtest), system colours (red for player 1), an IsHuman variable (CPU if false, obviously) etc. I want to also add a CPU Level variable to Player objects, for CPUs only obviously, and a Behaviour enum inspired by Melee's Debug menu. "Item", "Walk", "Escape", "Jump", etc. :)
Other updates include a litany of more veteran and newcomer model/asset backups. I'm getting there folks! :D I'm even doing some more practising on sculpting hi-res models for Feud, using an unannounced newcomer as a test subject lol. It's turning out really good. I'm working on perfecting clothing folds/wrinkles and muscle definitions right now.
This week I'd even like to continue converting/adapting more returning music tracks for Feud. I'm also finding out how GREAT KHInsider is for music from N64/GBA/etc. which my OS+foobar2000 don't support.
I've also gone back and made a few changes in the content I intend to put into a first build. I looked at the sheer scope of Feud and the content I intend to squeeze in there? And I'll be upping the fighter slot count to 15 (14 fighters + Random), up from 12. And I think, anyway, I've finally come up with a way to check/update savefile versions between builds (I'll implement updating but not downgrading). At first I was thinking of not implementing saving/loading right away, but I think it's a good thing to do so. :)
I've also added walkspeed slowing to the metal form. I've tested and confirm that it also returns to normal when the transformation wears off <3
It doesn't sound like much for such a wordy post, but I'm proud :)
~KV
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