Closed davidjtferguson closed 4 years ago
JabHitLagFrames to be implemented
JabHit anim state would be beast as well
there is now connect lag for when you hit someone with an animation attached which currently just shows one frame animation (animconnectlag
). There is now a connectlagframes
var for how many frames the player should not be able to move for after connecting a hit. Currently made the player's velocity change to 0 on connecting a hit, but need to discuss if we want them to continue moving forward, or move back a bit, or what.
To be clear, this has not been closed yet because
JabGlove anim state on Jab and Connect Lag
just pushed the fist anim stuff, if you look in createhitbox
(hitboxes being the firsts) the boxes now have destroyframes which is how many frames the visual hangs about on a successful connect (either a clank or a hit, can make a different state for clank if you want), and there's an animthrow which is the animation that plays when the fist swings, and animconnect which plays if the fist connects untill it's destroyed.
So the anim states are all ready to be tweaked to be proper pretty anims and that. To you! Let me know if you want the first to move in any specific way as well, they're currently still stuck out in front of the characters.
updated glove and player anims. think momentum should not be applied for X frames - will give game hitstun
I'm happy with this - Rory to tweak and test.
rory approves
on hit currently hit player awkwardly slides away. Give some decreasing velocity so they slide to a stop. Specific hit confirm animation. Different sfx. Hitstun animation before stumble away.