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Deleted 2 years ago

thanks. I was reproducing what I remember from games like Zelda a Link Past, were if your moving a direction, then go diagonal, you keep the initial facing. It definitely seems like it could be worth testing that option, where the most resent input drives the facing (but that could cause problems with making the stick inputs work) and see which feels better.

Deleted 2 years ago

the hitbox is actually bigger then the animation already, and yes I think Zelda’s animation has a larger swing (possibly bigger then my bigger hit box).

That is one thing that is hard to test yourself, as you start to internalize the ‘perfect’ time to swing the weapon.

the hitbox is 2 tiles wide and 1.5 deep offset a 1/2 a tile in the direction your facing (so roughly 1/2 a tile above and below the character if attacking left/right). I think I would be up to increasing the size of weapon in the animation and increasing the hitbox if I continued working on the game.

one thing that might have got you is that the directional input locks out while the attack animation is playing, so if you pressed the attack button a frame sooner then a direction, you could get locked into your old direction for the attack.