In this update13
Full notes
Full Hand2Hand update
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Repeated intro
Greetings bored mortals, this is a major update concerning the engine ! I know there's no more content yet, but I wanted to have a better structure to handle later elements ! I promise the next updates will focus on frame rework, bot selection and the Hex key.
What changed
- Performance
- UI and audio
- Gameplay
- Balance
Hand2Hand changes
Engine
We gain here much more performance concerning the CPU and the RAM. When 2 hands are fully loaded, the game eats 8x less RAM !
Frame per second
☼ Game set to 100 FPS by default ☼ Can be displayed in game, toggled in the option menu (by default disabled) ☼ The game no longer spam frames as much a possible, it will stick instead to the intended FPS value ☼ Even if the display lags behind the game is somewhat at the same speed ☼ Menu framerate is now coherent with the rest of the game ☼ The FPS can be set in options to ► 50 ► 60 ► 70 ► 80 ► 90 ► 100 (default) ► 120 ► 144 ► 200 ► 240
Fluid mode
☼ By default enabled ☼ The previous basic mode is now deleted ☼ Its option slot is replaced by the FPS setting
On the fly FPS change
☼ No longer available ☼ Zero and 1 keys no longer do anything ☼ Slomo mode still available
Frame buffering
☼ Disabled by default, since they tend to lag the game a bit in combat ☼ The game runs better when loading everything at start instead of loading on the fly
Unarmed
Idle, Move Front, Move Back, Hit and Spawn reworked
Interface
Class selection
☼ Going back from class selection no longer keep the validation ☼ Random & Mirror icons are now correctly integrated to the class lists
Fade in/out
☼ Going from a menu to another fades in/out black ☼ Commands are locked when fading in
Navigation
Escaping a menu will return to the previous one, not the main menu
Combat
Jump & Landing
The shake is only vertical when a hand lands. The other shake sources are unchanged
Frame delay
When enabled, hit hands will display a hit frame during a frame delay. Only for 1v1 and 1vBot for now.
Hit
A hand trembles when stunned by an attack proportionally to the remaining stun duration
Bug fixes
☼ [Demo] A hand can normally attack when bellow 5 frames of non-stun recovery, but the default recovery animation had higher display priority Fixed ☼ [Demo] A stunned hand could attack & jump Fixed ☼ [Demo] The AI doesn't adapt its reaction speed to the game speed Partially fixed. Only the attack chance is dynamic, not the check frequency. ☼ [0.1.0.3] Inputs are still counted even when the game window is not active Fixed ☼ [0.1.0.4a] Random & Mirror icons aren't reloaded when changing resolution Fixed
Behind the scenes
OpenGL
Switched from DirectX9, to allow on the fly sprite flip
Sprite loading
☼ Each frame no longer have 1 or two version of the same sprite (normal and/or flipped). ☼ When needed the frame is flipped for display ☼ Doesn't concern hitboxes and hurboxes (they are still cloned) ☼ This saves a lot of performance on slower computers.
Frame digestion
☼ This was a system to digest every frames of the game into one single big image. ☼ The goal was to puke frames on execution instead of loading them one by one from the disc, which is in theory faster ☼ On practice, this system has a bottleneck when grabbing part of an image, making it... slower than intended ; due to how Purebasic works ☼ The game still use the default loading system until all of the bottleneck are solved ☼ The digestion could save some Mb in disk, but the performance cost was too high ☼ Kept for later, frozen in the meantime
Known issues
☼ [Demo] Gravity kicks in only when a movement attack ends ☼ [0.1.0.2] Changing to windowed mode at screen resolution will tear the display, but fine in reverse order ☼ [0.1.0.3] It is difficult to successfully take a screenshot, it is black instead ☼ [0.1.0.3] It is difficult to go back to the game window after switching to another ☼ [0.1.0.3] Cannot move the window in windowed mode, or at least it is very difficult ☼ [0.1.0.3] Not all resources are freed when navigating in menus & gamemodes ☼ [0.1.0.4b] Picking 50FPS or bellow could break a bit the physics ☼ [0.1.0.4b] When the game laggs the physics breaks a bit
Source
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