Boy, I haven't been here lately, truth is, since I posted that Mario render, I've been abusing the heck outta Unity and my keyboard! haha.
First off, I apologize that new gameplay screens are taking so long! I will get to those as soon as possible but I'm currently doing lots of bug-fixing and adding new stuff!
I was told it couldn't be done. I was told to give up on this project, but instead? Mario may be taking very long to develop, but that foundation I'm laying will be used to form the base of the rest of the fighters on Feud's roster. It will pay off in the long run, so I'm really proud of how far I've gotten, even though it doesn't LOOK like much. But it took a lot of care, time and patience to get where I am now, with a COMMON, GENERIC SETUP for every fighter. It's just a matter of setting the code and animator, etc, change ACMD scripts, animation clips, model, particles, etc. and presto!
Keep in mind now, ALL the input stuff is handled in the fighters' animator controllers. All my C# class does is supply data that the Animator controller uses, like button press timers, stick tap vs stick tilt, etc.
A WHOLE crapton of glitches have been ironed out. Controls have been refined and tightened up further. Jumping is fixed, dodging, walking, dashing, etc are now properly responsive, jumps are heavier and less floaty, root motion handling has been perfected, etc. I can hardly wait to show all that off, honestly. It won't be as long, I promise. I gotta fix a few things and I'll be ready!
Ta-ta for now, guys! I'll see ya!
~TF
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