Wow, I'm so sorry I took so long!!
A few things happened. I tried to migrate to Unity ver. 6 (6000.xx.xx) It broke a ton of stuff, so I then returned to 2023.whatever. But for some reason, Super Smash Bros. Feud became extremely laggy and unresponsive. Today I ported all the assets and code to a brand-new project, performance is back to normal. Thank goodness for that!
Air footstool jumping is active now, which is awesome. Also, porting to a new project fixed a ton of bugs I was having: Teetering on the edge now properly plays the code meant for it and it works the way it should, I fixed UI because it got really bright for some reason, tinkered with a few lights, and I rearranged my Tags and Layers settings.
I will not be revealing it yet, but I began to develop a new stage that will appear in Super Smash Bros. Feud! I have started making models for it. It will be a larger stage, but it will look cool, I guarantee it. I can't wait to reveal it, but right now it's nowhere near ready, so you'll have to be patient! hehe
Speaking of stages, I've also started to slowly design and model my vision of Battlefield! I think I've mentioned that I already had a design in mind for it on paper, but yeah.
For fun, a few days ago I began writing a script to mirror animations on the fly like in Wii U and Ultimate. I want to see if it's more effective and efficient than my current method. I am absolutely amazed there are no tutorials or custom solutions for generic Mecanim animation mirroring.
Also I keep saying it, but I really *should* make Blast Zones and respawning. It's getting annoying to reset Play Mode each time I accidentally fall off the edges :/
To close this off, who's excited for the new Direct? I wonder if this will be the last one for Switch?
See ya for now,
~KV
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