-So, what’s new today? Actually, many things, but the biggest is right there in that screen! Can’t see it? I’ll give you a hint: it’s not actually what’s on the screen that matters.
Here it is: there’s now gamepad support! (what do you mean, that wasn’t clear just from that image? The debug line is right there: “Controller input=gamepad” :-D)
So, yeah, gamepad support, and it works just as well as you’d expect. Both D-pad and stick are supported, though it’s not fully customizable yet and still limited to the fighting segment for now, but I’ll work towards making it compatible with the rest of the game when I get back to the VN segment. I’ll need to figure out more things for it to be really customizable, but it’s the plan, as they keyboard already is. Speaking of keyboard, you can seamlessly go from one to the other without breaking the flow, as that’s always nice to have in case of impromptu disconnections!
As for other additions: I’ve redone the hit effect manager, so I can have a better placement of hit effects (it’s not clear from the above picture but it does actually work most of the time, there are simply too many cases to account for with my crude collision system to get it completely clean I’m afraid!). Along with that, I’ve begun adding directional hit effects (a bit of which is portrayed above as a placeholder) as a complement to said hit effects, and there are jump/landing effects as well. Small cosmetic stuff, but it all adds up. But it’s not all!
I’ve also reworked how Honey grapple works so it’s less wonky, and it should feel pretty good now. I’ll have to test it out further but I can play out many matches without any hitches due to that, so that’s a definite improvement. But you want more, so I give you: Little Sun’s escape! Before, once grappled, Little Sun was basically helpless and you could even exploit the timing of the hits to keep the lock forever and end the match that way. Now, not only is that particular flavor of cheese gone, she can now also escape on her own if you give her the opportunity, so best decide what you want to do quick!
But just in case all of this still wouldn’t be enough, I’ve also added cancel capability to Honey’s fighting style, straight out of a regular Guilty Gear! She can now cancel her dash and some of her attack moves to go into more fluid combos, if you wish to master the timing of that. It’s absolutely not *required*, but it sure helps in hard mode, and it feels cool! (I’ve almost managed to overturn a match where she ate half of my lifebar right at the beginning, through timely use of cancel moves followed by grapple/charge attacks - she still managed to get the best of me after a lucky cartwheel because my test Honey is statistically underpowered, but that was one hell of a match).
And last, I’ve found a funny exploit that allows you to enter a slapstick headbutting match with Little Sun until one of you keels over. I’m not sure I’ll actually bother to fix that one, as it’s still RNG and player timing dependant, and I find the results hilarious to watch, if a bit repetitive (the audience seems to go for it, though). If you want to slap your way to victory that way, more power to you!
And I think that’s all for today, unless I manage to get some other breakthrough soon! It’s probably going to be only hit effects/smoke effects animation for a while, though, as the match itself is getting pretty tight (really!). There’s also going to be the menu that’ll need fixing to account for all these new features, and then, Carrion Wind time!