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(1 edit)

Looks pretty great overall!

Some critiques though:

  •  Whenever the character moves the player is committed to the next half second of movement. This'll hammer any precision platforming or enemy avoidance the player wants to do.
    • The solution depends on how you've implemented movement, but if the code is waiting for the button to be released to change state then shortening the wait time should get you real close.
  • The issue is kindof multiplied by the character immediately dropping off of platforms the instant the character steps off.
    • This one has a pretty simple solution: "Coyote Time."
    • There should be a bunch of tutorials on Youtube available to help with implementation.
  • Is the character always meant to rush forward on the first A hit? That might be an issue if you're fighting an enemy with their back against a cliff
  • I'd also look into the code you're using (if any) to keep the character relative to moving platforms. 
    • It has a bit of an icy feel, and the first A hit breaks the character's relationship with the platform and it slides out from under them.

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!

(1 edit)

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: