Posted August 28, 2024 by FlameofChange
Greetings bored mortals. I am proud to present you the very first alpha version!
I promised myself to release it after the rework of the old HUD.
You also get some regular upgrades and bug fixes.
It is now possible to move the window in windowed mode by drag'n drop the top bar.
While moving, the game is paused.
☼ Small combo icons, stat icons, dots and crescent are reworked; all imported from a single atlas image
☼ Stat icons are now colored in the runtime
☼ Stat icons are now facing the same direction as the corresponding player
☼ Strength icon and small heavy combo icon is now the same
Background is now totally black, which makes the fade in/out transitions smoother.
☼ Non colored stances are now orange colored (player 1)
☼ "To be added" image removed for a simple zoomed text
☼ Class name and stance are now colored like in class selection screen
☼ Stat list is more compact in smaller screen
☼ Class description is put below the stat list if the screen is big enough, else beside
☼ Class grid is not confined to a width of 5 icons, it will continue instead to all of its length when possible
☼ Stat values displayed by holding shift are now level colored and have an adapted size
☼ Random/Mirror selection displays a question mark / a 'M' on top of the hand
☼ The ?/M is player colored when ready
☼ Interface elements are now slightly more symmetrical as intended
☼ Random class has now 3 stances: different class, different stance, any
☼ Normal / mirror / random class/stances selection logic reworked; if contradictory, the logic is either one or the other
☼ Selecting mirror class mirrors display the other selection
☼ Random selection shows question mark stats
☼ Battle timer is now displayed in intro and outro
☼ Battle timer is twice smaller if the width is less than 1300
☼ The game can be paused in intro and outro
☼ Feedback on player lasts for damage x 2 + 2 frames instead of max(damage x 2,2)
☼ Feedback is proportionally less intense if the window is smaller
Feedback would be less intense in smaller screen, making the game slightly more clear.
☼ Completely reworked
☼ More compact and modern
☼ Instead of having two bars on top of each other, the second bar continues the first one
☼ A clip shows the regen limit and stops at the first bar
☼ Guard has now a more definitive display, square chunks are now diagonal stripes
☼ Stamina bar added, showing the remaining HP the player can regen
☼ Fillers are now orange, and recent damage yellow
☼ Class icon no longer has a background
☼ It is now possible to select a player even if they don't have a controller
The other two terrains have now a more compact memory usage like the desktop.
Shortcut reduced from 16 to 9 frames
☼ Advances by 50px more
☼ Every damage reduced by one, max from 10+6 to 9+5
☼ Duration reduced from 21 to 14 frames
☼ Damage reduced from 7 to 6
☼ Advances by 100px more
☼ Duration reduced from 29 to 26
☼ Damage increased from 5 to 10
Increases the dynamism of this combo, as well as the anti-air threat.
However, ground damage reward reduced to compensate the speed.
☼ All screen events are now treated as intended, cleaning up most of the minor problems
☼ All keyboard commands are treated directly by the OS instead of the Purebasic API, which makes detection easier and more precise
☼ 1v1 and 1vBot selection screen are fused together in the code
☼ All menus are reworked to be standardized and easier to expand (so any bug is common to all menus)
☼ Combo icons are no longer loaded twice, one for normal and one for mirrored. When a sprite is zoomed the flip is reset so I just needed to flip it to normal then zoom then flip.
☼ [0.1.0.9] Damage gadget do not trigger UI feedback Fixed
☼ [0.1.0.?] Changing class with debug commands while in the air do not check for gravity until next animation Fixed
☼ [0.1.0.?] The game timer and the HUD no longer shake in pause, they are instead frozen on where they were Fixed
☼ [0.1.0.?] Hit animation had priority over death Fixed
☼ [Demo] Gravity kicks in only when a movement attack ends
☼ [0.1.0.4b] Picking 50FPS or below could break a bit of the physics
☼ [0.1.0.4b] When the game lags the physics breaks a bit
☼ [0.1.0.5] x86 version unavailable until further notice
☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physics is incorrect for a few moments
☼ [0.1.0.7] When dodging the shadow still shows the idle animation
☼ [0.1.0.7] The 5th attack combo with big icon might be cut for very small screens
☼ [0.1.0.7] Some older controllers may have different inputs and even affect both players at the same time
☼ [0.1.1] Cannot pause with controller in the fight intro
☼ [0.1.1] Player input may be stuck at fight start until pressed and released again
☼ [0.1.1] Cannot use debug commands in fight intro and outro