Full notes
Full Hand2Hand update
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Repeated intro
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.
What changed
- UI and audio
- Gameplay
- Balance
- Performance
- Events
Window
It is now possible to move the window in windowed mode by drag'n drop the top bar. While moving, the game is paused.
UI
☼ 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 are now the same
Loading
Background is now totally black, which makes the fade in/out transitions smoother.
Class gallery
☼ 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 screens ☼ 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
1v1 selection screen
☼ 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
Fight
☼ 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 on smaller screens, making the game slightly clearer.
HUD
☼ 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
Controller options
☼ It is now possible to select a player even if they don't have a controller
Terrain
The other two terrains now have more compact memory usage like the desktop.
Unarmed
Down
Shortcut reduced from 16 to 9 frames
Down [Heavy]
☼ Advances by 50px more ☼ Every damage reduced by one, max from 10+6 to 9+5
Down Heavy [Side]
☼ Duration reduced from 21 to 14 frames ☼ Damage reduced from 7 to 6 ☼ Advances by 100px more
Down Heavy [Up]
☼ 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.
Behind the scenes
☼ 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.
Bug fixes
☼ [0.1.0.9] Damage gadget does not trigger UI feedback Fixed ☼ [0.1.0.?] Changing class with debug commands while in the air does not check for gravity until the next animation Fixed ☼ [0.1.0.?] The game timer and the HUD no longer shake in pause; they are instead frozen where they were Fixed ☼ [0.1.0.?] Hit animation had priority over death Fixed
Known issues
☼ [Demo] Gravity kicks in only when a movement attack ends ☼ [0.1.0.4b] Picking 50FPS or below could break a bit the physics ☼ [0.1.0.4b] When the game lags, the physics break 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
Source
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