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  1. willpower

    Double Tap, new build for April 9th, 2016

    New update up, some input improvements, performance improvements, lots of gameplay changes, check it out! http://dt-engine.com/?p=297
  2. willpower

    Double Tap, new build for April 9th, 2016

    Just a small update with a few fixes. Fixed a bug with jump frames cancelling too early, was happening on frame 1 instead of frame 3. Increased jump frames from 3 to 4 Re-enabled short hops Moved collision detection code to the beginning of the frame instead of the end (after characters...
  3. willpower

    Double Tap, new build for April 9th, 2016

    Turns out there was a bug in my new cancel functionality (that was used in the pre-jump frames) that was making it really hard to short hop. Fixed it and it will be back in for the next build.
  4. willpower

    Double Tap, new build for April 9th, 2016

    Yeah I still like them too, I just disabled them because the change to jump frames (5->3) made them a little harder to do.
  5. willpower

    Double Tap, new build for April 9th, 2016

    New update out! Been quite a while since I’ve posted one (almost 2 months), SFV came out and that ended up using up a lot of my time for a few weeks :). There’s not a whole lot changed in this build, mostly some performance improvements, animation improvements, move property tweaks, some...
  6. willpower

    Double Tap, new build for April 9th, 2016

    Added some armor functionality and better invincibility, decided to make a small video showing some interactions an armored move can have with the DTC / Parry. I might implement a sort of priority armor system and see how it plays, heavier moves would have a hit of armor against weaker moves...
  7. willpower

    Double Tap, new build for April 9th, 2016

    Here I made a quick vid for you. I'm not much of a UI artist or designer but it's pretty quick and functional at the moment.
  8. willpower

    Double Tap, new build for April 9th, 2016

    New build up! Changes to the juggle system, changes to corner push back, disabled some normals. http://dt-engine.com/?p=278
  9. willpower

    Double Tap, new build for April 9th, 2016

    Quick video up, gonna get a build up later today hopefully.
  10. willpower

    Double Tap, new build for April 9th, 2016

    New build up for the new year! Mostly gameplay and engine changes in this update, try it out it should feel a lot better! http://dt-engine.com/?p=270
  11. willpower

    Double Tap, new build for April 9th, 2016

    Another new video, build up soon.
  12. willpower

    Double Tap, new build for April 9th, 2016

    Been a while since I updated, been busy with the holidays so haven't been doing much lately. I've mostly been working more on the input system, making sure it works properly at framerates that are lower and higher than 60 fps, fixed an issue with plinking causing DTC sometimes, input gets...
  13. willpower

    Double Tap, new build for April 9th, 2016

    Some block string footage
  14. willpower

    Double Tap, new build for April 9th, 2016

    New build up, been about 2 weeks since I posted one. Some new gameplay mechanics added to incentivise using different normals and some UX stuff. http://dt-engine.com/?p=258
  15. willpower

    Double Tap, new build for April 9th, 2016

    Another build for today. Added animation curve support to control horizontal movement for grounded attacks. http://dt-engine.com/?p=255
  16. willpower

    Double Tap, new build for April 9th, 2016

    New build up, mostly UX improvements and some under the hood performance / gameplay improvements. http://dt-engine.com/?p=252
  17. willpower

    Double Tap, new build for April 9th, 2016

    It was a mainly a buff I gave them since I removed the DTC cancelling from fireballs (which allowed for multiple but it was pretty derpy), but I still have to see how they work in matches before I decide to do that.
  18. willpower

    Double Tap, new build for April 9th, 2016

    No build today but some quick footage. Been working on my logic for cancelling moves, making sure they come out on the first frame they can (instantly, rather than a frame later). Also swapped collision detection from before move logic (beginning of frame) to after move logic (end of frame)...
  19. willpower

    Double Tap, new build for April 9th, 2016

    Awesome man thanks for checking it out, I'm glad you're enjoying it. Yeah it definitely takes some getting used to, especially if you're used to double tapping already. Thanks for taking a look!
  20. willpower

    Double Tap, new build for April 9th, 2016

    Thanks man! Yeah right now the screen shake is just based on the freeze frames, so even short freezes have some shake. Maybe I'll add a minimum cut off so only longer ones apply any shake. Thanks for the suggestion!