No
urielmanx7
Creator of
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Actually it came out better out of the box than I expected, I was afraid you could still move and shot while the animation plays but no, so it's good. The real issue would be like if you're naked and a grab attack connects while you're in that position, seems too much potential problems so maybe I'll disable the hurt box during and be done with that. No harm in having an invincible animation here and there.
Honestly, it was just the drive to make one you know? You like something so much, you wanna do it. But I really don't know shit, that's why I have so much trouble finishing one, the irony is that I studied software engineering in college :v I guess that shows you the quality of education back then here in Mexico.
As for suggestions, I could only give ones for Godot, which is the game engine I'm using. But I think of the channels I've watched they have one or two about game theory in general; try gamesfromscratch and GDquest on YT, hopefully that helps.
I meant what I said, Nene feels a bit stiff when you are doing battle.
As in the amount of time you are stuck in animation before you can do another action. This is nothing new, or just my preference, this is good game dev 101, is not meant to make the game easier, but to feel more responsive, like coyote time, which for those who don't know, its a reference to old Looney Tunes cartoons where when the coyote would walk past the edge of a pit, he was able to walk a bit until he realizes there's no floor and then falls to the ground. In game terms, you give the player a split second of "air time" after the character walks off a platform where they can still jump, and again, this is not to make the game easier, but to make the game feel more responsive and fair, if you don't have this, the platforms feel slippering and makes you feel like the collision is off.
The game is fine as it is, I just thought the combat wasn't as satisfying as it could be due afore mentioned "stiffness".



