Full notes
Full Hand2Hand update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings bored mortals. At last the controllers evolved from stone age to... antiquity ? More flexibility has been added to them in terms of handling and configuration. However there's still additional work to upgrade them to a modern standard. Animation reworks are in a good pace, chopstick is almost finished to be refined ! I threw in more combos so this update gets more love. Don't hesitate to report issues about the controllers on discord !
What changed
- Gameplay
- UI and audio
- Maps
- Balance
Controls
Menu
More inputs are now taken in account for navigation, notably joystick.
New actions
It is possible to bind specific moves. The base ones are still available. ☼ Neutral / Side / Back / Up / Down to force this move no matter the direction, by default unassigned ☼ Block / Dash Right / Dash Left available but not supported, by default unassigned ☼ Menu accept, cancel and exit, by default unassigned (menu always has default keys to be safer) ☼ Jump, by default unassigned
Controller
☼ They can now be changed and saved in the settings menu ☼ Refresh controllers ☼ Assign any controller to any player ☼ Reset controllers buttons to default ☼ It is not yet possible to assign which joystick does what ☼ It is not yet possible to define & use the directional arrows
Combat
☼ Landing effects are now player colored, less when the terrain is darker
Damage gadgets
Some animations can now generate any amount of sub-animations (projectiles, explosions, etc) at any frame. This would expand mostly to the gluestick attacks, but it will need time to rework its concerned animations.
Map - Desktop
Reworked. Length reduced from 2950 to 1950px. Its scale is now more coherent with the size of the combatants.
Chopstick
Neutral Neutral Neutral Neutral
Completely remade from scratch. Damage reduced from 5 5 5 5 to 5 3 3 3 The first attack cracks enemy articulations with a long animation end and quick combo shortcut.
Back Heavy Back
Reworked.
Back Heavy Back [Side]
Added.
Up Neutral [Side]
Movement adjusted to land directly instead of finishing the combo slightly in the air. There won't be a small unwanted delay until the next attack.
Up [Side]
Added.
Heavy [Neutral]
Minor wind timing tweaks.
Heavy Neutral [Up]
Minor wind timing tweaks. Gets more movement upwards to better catch a fleeing and upward enemy.
Ballpen
Down
Almost completely remade from scratch.
Down [Down] [Down]
Added.
Heavy
Reworked.
Heavy [Heavy]
Added.
Unarmed
Neutral Neutral Neutral Side
Reworked.
Up
Reworked.
Down
Reworked. Damage increased from 3 to 5. No longer interrupted on miss. Push is per frame instead of an applied acceleration. Combo shortcut added.
Heavy
☼ Damage reduced from 12 to 10 ☼ Movement shortcut removed
Gluestick
Neutral
Minor wind timing tweaks.
Back
Reworked. The explosion is now independent from the animation.
Side Neutral [Heavy]
Cannon sound timing fixed.
Behind the scenes
☼ Animation movements are now decimal instead of integers, which means tweaking would be more precise. ☼ Some animations can now require a hit to spawn its next wind effects. ☼ Orange is now more Orange, going from FF8800 to FF8000. ☼ Combo list in class gallery is no longer bruteforced with all combinations, that means the search is recursive. Performance gain is peanut but the previous code was awful. ☼ JSON data file compressed : image paths takes the image folder by default, coords are now in a single integer, frame & animation flags are compressed into one single integer ; all of that saves a bit of space and JSON reading time. ☼ Wind effects indexed ☼ The Desktop map image is no longer broken into equal length but with bits of power of two. This means it takes a bit less graphic memory due to less waste. ☼ Control management have been standardized ☼ Keyboard and controller settings are now separated in the JSON for each player
Bug fixes
☼ [0.1.?] A sound has a very small chance to not play Fixed ☼ [0.1.?] Flipped wind effects have their Y axis movement flipped Fixed ☼ [0.1.?] When a combo is invalid, the wind effect of the next frame is spawned even if it cannot reach it Fixed. That means no longer any parasite wind effects spawned. ☼ [0.1.0.7] Can't use controller to exit the pause Fixed, thanks Simao from Black Door Games for pointing it out with his steam deck ! ☼ [0.1.0.7] Can't use controller to navigate in the tutorial Fixed
Known issues
☼ [Demo] Gravity kicks in only when a movement attack ends ☼ [0.1.0.3] Cannot move the window in windowed mode, or at least it is very difficult ☼ [0.1.0.4b] Picking 50FPS or bellow could break a bit the physics ☼ [0.1.0.4b] When the game lags the physic breaks a bit ☼ [0.1.0.4c] Cannot select exclusive stance from random/mirror class in bot selection ☼ [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 physic is incorrect for 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 ☼ [0.1.0.7] Shaking is persistent when in pause
Source
Changelog.gg summarizes and formats this update. How we read updates.