Well, since you're showing that red hitbox area whenever I attack, maybe you should extend it to the range you're planning on using so that testers can get a better feel for how the game will actually play.
Maybe though I feel that could potentially be bad because then I would imagine ppl would feel like they are getting cheated because of the invisible hitbox hitting them. Don't you think dealing with the shorter range for a prototype is the lesser of the two evils than always getting hit by "unfair" hitboxes predicting what the range will be?
It was analog at that point. Yes, I switch directions based on which way I'm facing. The issue with it not working consistently when facing right was probably just me, but having the knife-throwing and uppercut work with the same motions seems like a bug.
Yea the analog stick is definitely subpar to the dpad right now and I know that its a little faulty. I don't actually have an Xbox controller to test it out and make it perfect, I just have a bad logitech PC controller where the main feature is the Dpad with a bad analog stick. Its definitely on my list of things to do but for now I would advise sticking with the Dpad (even though if I remember correctly the xbox dpad is stiff and sucks, sorry)
Also, the knife throw and the uppercut is not the same input. The uppercut you need to do a circle motion and the knife throw is a tap+button like a smash attack. If its bugging out its probably the analog coding (I touched on a possible solution you can try at the bottom of this post)
I didn't notice any problems with moving while squatting. I'll try to explain my issue better. Let's say Up with the thumbstick is 90 degrees like in Game Maker. If I move the stick from neutral to 80, I jump at a slight angle. That's fine. Then if I land and move the stick to..I dunno, maybe 160 or so to move left, there's a chance that by making the stick cross over the 90 degree line, I'll jump again. Really, I think the "should_I_actually_jump_right_now" value should probably only reset if I bring the stick back down to around Y = 0 and shouldn't have anything to do with the left/right movement of the stick.
On a related note, this issue seemed to cause a lot of accidental wall-jumps.
I just tried to do that and I didn't just when I didn't want to, sounds like you jumped when you held a diagonal down direction? If its joystick related then it'll fall under what I previously said but I still can't seem to replicate that.
On your side note about walljumps, that is a very good observation! I exclusively play with the button jump so that is definitely something I missed. I'm going to have to add a check that disables walljumps upon jumping until you put the stick back to neutral. Thanks for catching this!
I imagine that's part of it, but I never had this much trouble pulling off moves in Street Fighter. That also doesn't explain why a quarter-circle left would end up the same as a quarter-circle right.
That really doesn't make sense your right. Noone has ever brought that issue to my attention before though if you were using the joystick and not the dpad I could maybe see how that could have happened but even at its subpar state I don't think that is something it would do.
I have a variable called "analog offset" that I'm planning on using to allow you to calibrate the analog stick since all analog sticks are different (GC doesn't even go to the full value of 1 for example and I believe straight up isn't even a complete -1 on the y axis unless mine is broken) I think that variable is calibrated to my controller so perhaps that is the issue you are facing with. If you go into the INI file named control config you should see a value that says "joy_offest." Try setting that to 0. I would be interested in seeing if you experience any of these problems with that change or with the dpad.
My guess is you probably won't with the dpad but I'm not sure what will happen if you change that joy_offset value
Some of those mechanics look pretty good.
Thanks! :D