v0.5.0 (or A Million Little Refactors)
Been hard at work refactoring things on and off for, uhhhhh... *checks calendar* ...a few months!
- Been slowly implementing proper frame data, such as damage, hitstun, pushback, etc. The little guys take damage now! They can't technically "die", but hey!
- I also added some UI improvements like a round timer and names on the lifebars (wow!)
- A lot of clipping bugs have been fixed, but a few still remain. Still, I like where it's at enough to make a release of it!
"Hey, where'd the ball go!?", I hear you typing furiously! I do still have plans to do something fun with a bouncy ball mechanic, but it turns out I actually need to make a fighting game first before I do any of that other fun stuff, so I'm honing my focus on that.
There's still a ton more work on this. There's no concept of a round, no throws, no supers, no taunts, etc... There are no god darned sound effects, yet!! More importantly, I really want to take some time to work on the performance. I've fixed a lot of unnecessary re-renders, but the game still runs slower than on the emulator, even with the malloc pool set to 16 MB. I suspect it might be related to the "history" object that keeps track of the state of the character for every frame, but it might also be all of the rect collision checking that's happening at once. Who knows!
Anyways, enjoy pushing buttons! Any feedback is welcome!
Files
Get Untitled Fighting Game
Untitled Fighting Game
Status | In development |
Author | robobeau |
Genre | Fighting |
Tags | Playdate, tiled |
More posts
- v0.6.5 (in which I reveal my versioning system isn't semantic, but a general vib...Mar 23, 2024
- v0.6.0 (or It's Never Too Early To Polish)Jan 15, 2024
- v0.5.2 (or Framerate Walk with Me)Sep 05, 2023
- Learning how to code QCB/F inputsApr 21, 2023
- v0.4.0!!!11!1Apr 09, 2023
- Been a while!Mar 09, 2023
- Got Butler set up, so here's v0.3.2!Jan 29, 2023
- Pre-alpha!Jan 22, 2023
- The Right Tool for the Job (or How I Learned to Stop Worrying and Love Tiled)Oct 02, 2022
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