Action Character
Alternative demo with some animations from Powerful Sword Pack:
Controls
- 0 increases enemy amount by 10.
- 9 decreases enemy amount by 10.
Xbox controller
- left joystick moves,
- A starts combo attacks for Combo A, you can exit with a finisher by hitting B.
- B starts combo attacks for Combo B, you can exit with a finisher by hitting A.
- Y does a jump.
- X held does a dash.
Keyboard
- WASD move.
- Left Click -> A
- Right Click -> B
- Spacebar -> Jump.
- F key -> Dash
- F1 reloads scene.
- M stops toggles the enemy movement.
- 0 increases enemy amount by 10.
- 9 decreases enemy amount by 10.
Also runs on Android (download the .apk).
Status | In development |
Platforms | HTML5, Android |
Author | ventedpennies |
Genre | Action |
Made with | Unity |
Install instructions
Controls
- 0 increases enemy amount by 10.
- 9 decreases enemy amount by 10.
- Xbox controller
- left joystick moves,
- A starts combo attacks for Combo A, you can exit with a finisher by hitting B.
- B starts combo attacks for Combo B, you can exit with a finisher by hitting A.
- Y does a jump.
- X held does a dash.
- Keyboard
- WASD move.
- Left Click -> A
- Right Click -> B
- Spacebar -> Jump.
- F key -> Dash
- F1 reloads scene.
- M stops toggles the enemy movement.
- 0 increases enemy amount by 10.
- 9 decreases enemy amount by 10.
- Also runs on Android (download the .apk).
Comments
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Looks pretty great overall!
Some critiques though:
Again, I think you did a lot of good work here, but like any other prototype though, there are some things that need to be tweak and some corners to be sanded.
Nature of being a dev, lol.
Feel free to ask any follow-up questions, or hit me up with a private message if you need anything else!
Thanks for the comments! Much appreciated.
I should mention this is a prototype demo for an asset pack. The dev can choose to early exit out of actions (the block is the example in the prototype, for the punching action set we can early exit by hitting the block). For this example, I opted not to early exit with anything else, although I can add a roll or dodge to act the same and I'll want to remove middle mouse as that is bad for web.
Yup, the first A is an example of non-root motion movement. Additionally A in Set 1 will also target enemies in front and the B in Set 2 will target enemies in front. It's showing how to add movement beyond animations and also how to use the Target feature. So any actions of this type will break from platforms at the moment. I think I'll add a toggle to that to allow it to break or not.
However, actions with root motion will generally stay withthe platform. For instance, if you do a B action with the initial set, you'll stay on the platform. Since A doesn't use root motion and uses the action's motion exactly, it doesn't care about keeping on platforms. With this in mind, I think the two sets I can showcase can be rootmotion/non root variety, to show their differences with stronger contrast.
Like you said, I have some things to iron out. Thanks for your feedback!
Just for context, the options for the actions: