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Hi, everyone! Thank you for your continued support.😉

This week I have implemented the following:

Add test hit effect (make them more cool later)

Add combo display

Implementation of hit stop

Different parameters for each attack

Also, since the state branching of the character has become complicated, the program structure has been recreated. It was very difficult, but sadly it doesn't make any visual changes. This kind of internal work will often be needed in the future.

Basic implementations such as dashes and throws still remain, but I make a stopping point for programming work. Next week, I will create a startable animation that does not affect the character's ability such as Idle and walking.

Next, I got the result of the questionnaire I did on Twitter the other day.

There were more people who answered YES than I had imagined. However, not a few people answered NO, and the result was almost half. To be honest, it was easier to think if it was biased toward either side, so it was a very embarrassing result. After all it may be necessary to prepare two operation methods like Granblue VS. The alpha test is a while away, so I'd like to think carefully.

That's all today. Have a nice day!

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Comments

Modeusbro

Great work, keep it up!

DHYohko

i answered no but i grew up with Super SFII and DOA, i just don't have the finger dexterity to be good on controller and no extra funds to buy an arcade stick