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Showing posts from August, 2022

August 22 Update

 Not dead yet, still working on new animations and some 3d models after a break week. Godot 3.5 broke some navigation code and shaders so I spent some time fixing that too. Not to much to show unfortunately, hopefully I'll have something more polished soon.

August 5 Update

I've been reworking a whole bunch of the animations, and this is going to be an ongoing thing. Many of the animations before either transitioned poorly or didn't transition at all to idle state. The reworked animations now transition properly. Particle effects for both characters is up next. There's also some more minor stuff that just makes things feel a little more polished. Flinches all have different stun times now (and different hitstop amounts), character does an automatic recovery after landing on the ground in flinch state. Fixed up the collision boxes so they can be customized again (after going to convex shapes). Started some work on an appropriate camera. Sera makes this tough because she has a habit of zipping around, and a lock on camera that just blindly follows her around is a terrible option. I tried a midpoint camera but her dashes still cause a problem. A fixed camera that follows the player is an option but it needs some serious tweaking. The arena itself...