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afgbeatemup's Issues

Basic music loop

  • Power plant intrusion import
  • Power plant intrusion loop
  • Power plant intrusion intro
  • Seemless!

Basic Co-op

  • Joining is Janky but possible
  • Having Hit effects first might be a good idea
  • Have two characters
  • Two input sources
  • One controller controls one character


  • More controlled joining system

  • Hitstop affects P1 but not P2??? Weird hitstop interactions
  • Work out inconsistent hit detection (probably need to be able to cancel hitstop
  • Gatling cancels work for both players
  • Changing attack names to match player
  • Cancel Hitstop to refresh hitstop with other character

Input History Side effect - Jump cancelling

When changing the input history by pressing more buttons / releasing them, or moving the stick, this can cause a jump cancel on accident.

  • probably due to input history updating and tripping a jump cancel somewhere.

Make systems more universal

  • Large overarching issue,
    might make more sense once it needs to become more universal (aka coop etc.)
  • Make code more modular
  • Remove some of the coupling between unrelated code
  • define better interfaces to make code more modular

Create Interaction types for Hitbox / Hurtbox

Hitboxes could try passing along the necessary data for the receiver:

  • Strike or throw?
  • Clean hit?
  • Launcher?
  • Hit stun hit stop
  • block stun / block angle
  • air hit properties
  • CH properties

Then let the receiver process that information,
possibly send an interaction back if the sender needs some information about the interaction

A hitbox hurtbox interaction:

  • Multiple hitboxes
  • multiple hurtboxes
  • multiple enemies
  • multiple players

Handle:

  • One hitbox to multiple hurtboxes

Jump cancelling Bugs

Ground / Air:

  • Fast tap jump cancel: Continuous hopping on the ground

Air:

  • Hold jump cancel: Cancels animation, but doesn't jump, also ignores remaining air action count

Basic RC system

Be able to cancel any* action any* time!

  • (Meterless DPs cannot be RCd, Burst cannot be RCd)
  • Similar to input buffer cancel
  • Three buttons button combo
  • Cancel any action
  • Cancel Backdash
  • Cancel Airdash
  • Cancel Run
  • Cancel remaining possible actions
  • Make sure throw doesn't do weird Guile Handcuff glitch stuff
  • Flashy visual effects later
  • Time slow later
  • Chain shift style universal reversal?

Polish Running

  • Just like SM64, you don't want to change how running works later

Layer of abstraction (Input interpreter -> semantic actions)

Layers: Compiler like?

  • Scanner

  • Handle reading input from controller

  • send events to parser

  • Parser

  • detect special inputs

  • detect movement options (Running, stop running, jump)

  • detect button combos

  • Frame by frame 60 fps input detection / parsing

  • Semantics (Character specific / universal interface)

  • Take events / calls for RunStart() JumpStart() 236() 623()

  • Handle Input Buffer cancelling / "rolling back" actions

  • Handle Universal actions

  • Change game state

  • Called through semantic actions

Implement Forward and Back Universal Throw

  • Button combos
  • Animation Tree - Add Throw Whiff and Throw Hit
  • Animation Vars - Add Throw Whiff and Throw Hit vars
  • Input Code - Call Throw actions
  • Code- Handle Animation states
  • Handle ThrowBox summoning
  • Handle Full invul No Hurtboxes

  • Handle ThrowHitBox OnHit interaction
  • Handle interaction in parent hurtbox
  • Was the attack a throw?
  • Throw conditions met?
  • Freeze opponent, transport to correct location

  • Throw Action
  • Throw Hit and Hurtboxes
  • Detect Throw Strike
  • Throw Input
  • Player update facing direction
  • Side switching
  • Launch Logic

Minimum AirDash height

Most likely minimum air dash height for IAD

  • Determine a trigger collider box to push player up until at a IAD safe height
  • IAD (meterless) should be a movement tool
  • IAD (metered) can be a powerful combo tool

InputHistory Type

Make a comprehensive input history type

  • will make it easier to transfer,
  • encapsulate datatypes a bit more (kinda?)
  • Hand it to UI to display etc.

Player can stand on top of grounded enemies

How should this interaction work?
Can interact on the ? plane

  • Grounded to Grounded pushboxes: X
  • Falling to Grounded pushboxes: X
  • Airdashing to Grounded pushboxes: X
  • Air to Air pushboxes: X

Basic pause menu

Pause menu pauses the game

  • Gives platform for changing controls
  • Changing Dummy settings
  • Gives platform for Adding coop player etc.

Better Attack cancel system

Bug:

  • Remove inputting cancel button before cancel window

Features

  • Implement cancel windows?
  • Button cancel priority

Allow for

  • Whiff cancellable

  • Jump cancellable
  • Resetting state back to neutral
  • Cancel the current animation back to neutral state
  • Then execute the cancel action (Jump, Dash, RC)
  • Fix jump to walk combo
  • Prevent jump cancel to grounded attack
  • Jump cancel in multiple directions
  • Use only jump cancellable registered normals / attacks

  • Dash cancellable
  • RC cancellable

Button Combo Input Buffer

All input combos (ABC, BC, etc.) a 2 frame buffer to be input.

  • NOTE: Eventually this might lead to movement exploits like FDC drill cancels. That's probably ok XD

  • Still tight to input, but not impossible (1 frame throw OS for every RC / Throw = not so fun)

  • Count frames

  • Be able to change your mind about what action should be sent to the player to do

Anti-air 5B and 5C

On an airborne opponent:

  • Attack launches at a more upwards angle

  • Attack data updated to have launch angle and force

  • Keep the same behavior for grounded normals

  • For now, make throw launch higher to combo into anti air combo

  • Leave room for gravity scaling

  • Stretch: Throw cannot hit airborne / prejump opponents

  • (Don't worry about hitstun for now)

Air Normals

  • Condition B button use : Air or not?
  • Land Cancelling Air Normals
  • Attack connects on same frame of landing frame
  • Air Gatlings
  • Bug: Executing Cancel check carries over after land cancel
  • One repro for the bug: JB -> JumpCancel -> RC -> JB (All within hitstop)

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