Today’s loot:

-B&W untimed version of the lunge animation for now, because it’s much longer, so coloring takes quite a bit of time.

Oh, and also, I have a Twitter now! Guess I finally stepped into the 21st century. It’s all here: https://twitter.com/lavantdapres

Still trying to decide on what to post on there to make it significant compared to devlogs such as, well, this one. Thoughts?

Today’s loot:
-better with AI! Everything so far has been rerouted to the AI and it works (mostly) faultlessly. I’ve been balancing stuff so that different difficulty modes have different priorities as well. And lastly, I’ve plugged the right checks in for the feats, so that works too. It works, it works! As shown yesterday, CW still lacks finished animations, but the moves are there, so the key fighting mechanics are playable already and I can start testing the fight (minus the whole grappling aspect).
Screencaped above: her charge attack, with a special cut-in, just like when you do yours. Scary!

Today’s loot:

-better with AI! Everything so far has been rerouted to the AI and it works (mostly) faultlessly. I’ve been balancing stuff so that different difficulty modes have different priorities as well. And lastly, I’ve plugged the right checks in for the feats, so that works too. It works, it works! As shown yesterday, CW still lacks finished animations, but the moves are there, so the key fighting mechanics are playable already and I can start testing the fight (minus the whole grappling aspect).

Screencaped above: her charge attack, with a special cut-in, just like when you do yours. Scary!



Today’s loot:

-what it currently looks like in motion! I wanted to test some of the animations I wasn’t sure of before finishing them, such as the glide, or the lunge move. Since everything seems to work like I intend it to, I’ll go back to finishing all of those. And then it’s match intro/outro and the like, and finally the grappling moves.

image

Today’s loot:

-trying to figure out the motions for her ducking low kick, and the special lunge attack. The lunge will need retiming work inside C2 itself (a slightly longer pause before the air roll and after, for instance), and I’m looking at adding some more intervalling frames - I still need to take into account the general framerate and frame count compared to the rest of her moves and Honey’s moves, so I can’t go all out either. Fine balance to find!

Today’s loot:

-rethought the workings of CW’s special charge attack after considering what I could and couldn’t do with jump mechanics and tracking the player position. So here’s the start of the new try: a charging down stance (street fighter anyone ?) that releases into a jumping kick, but which will be horizontal as far as logic box displacement goes. We’ll see how it works when it’s all animated and put in the game!