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>i had to force the mouse to the middle of the screen cause for whatever reason if i didn't sometimes the mouse would go out of the game's window just a bit where clicks hits the side of the window and ended up not registering to the game.

Are you not using SetInputModeGameOnly?

>which enemy did you fight that doesn't have a hitstop? is it the small mob of dudes? cause they have smaller cleave resistance so the attacks go through them. but i did add a sort of "hit stop" on them tho,  i simply just slowed the animation down a bit instead of a complete stop. i guess i might need to tweak this again. other enemies that has a higher cleave resistance like the other 3 should have a hit bounce thing which should counts as a hit stop.

Maybe there is some hitstop on the Indonesians, but I think it should apply to all enemies.

>does the dodge animation plays but it didn't push you to the side/back or something? cause that's what it should do + some iframes.

Are you saying it should or shouldn't push you? Because it didn't and the animation made it seem like that's what it was meant to do.

>Are you not using SetInputModeGameOnly?

i am using it, but i don't really know why only on packaged build the cursor just jumps to the side of the screen, tbh it also happened when i played your game, you can see in my video i posted on my comment of your game there's this flicker of a cursor on the left side of the screen. it's probably just my pc tho cause i didn't hear any complaints about it. but whatever it is, i fixed it, and the cursor shouldn't stuck like it was right now.

>I think it should apply to all enemies.

ehh, it's also intentional, the smaller guys should be easy to cleave because they come in number and should be easier to clear out, if i use the hit bounce thing it would only hit 1 guy and it just wouldn't feel right on a mid-slower weapon like the baseball bat. it'd be easier to understand if you've played games like vermintide & darktide tho, since i based my combat system on that game.

>Are you saying it should or shouldn't push you

sorry, i meant it should push you, that's really weird,  i mean it doesn't really push you that far like in your game cause the movement in my game is far slower but it shouldn't feel like as if there's not any difference between walking & dodging. i even tried this on lower fps and it's also pushed. but maybe it is indeed an fps issue but only happens on a far higher framerate, i'll have to check it out later.

>ehh, it's also intentional, the smaller guys should be easy to cleave because they come in number and should be easier to clear out, if i use the hit bounce thing it would only hit 1 guy and it just wouldn't feel right on a mid-slower weapon like the baseball bat. it'd be easier to understand if you've played games like vermintide & darktide tho, since i based my combat system on that game.

I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.

>sorry, i meant it should push you, that's really weird

Here's what it looks like: https://litter.catbox.moe/ctw6ex.mkv

>I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.

yea i know, but i decided not to go through with setting it to 0 because i'd imagine swiping across multiple enemies would look annoying, it would look great if you fight 1 on 1 , but i think it would look weird if i swiped at lets say 5 enemies and it hitstops 5 times. so i decided to just slow the swing down instead of setting it to 0 (for smaller enemies) and adding a hit bounce on bigger enemies (to put it simply). but i'll tinker on this, it's really only setting one single variable in my code for the time dilation to be 0.

>Here's what it looks like

that's... actually expected kek, you can see there's a slight dash that brakes after a few ms, i think it's just a matter of perspective, you are used to faster movements so i'd imagine you expect it to go further than that. I guess the thing i noticed when i see people playing my game is that i see them treating it like as if they're playing dark souls or something, where you kinda just hit, and uses dodges to run away far and hit again. dodges in my game are mainly for iframes, and the distance isn't that far so it kinda encourages you to be super aggressive & keep staying close with the enemy, that's is also part of the reason why i added the rally system "that heal on enemy hit" feature on the game. I guess that part obviously isn't communicated that well since it's still pretty empty and there aren't any tutorial or something. here's how i imagined a normal combat in the game should look like. sorry for the weird aspect ratio, this shit happens when i use dual monitors for some reason.

>that's... actually expected

If it's meant to be a God Hand type of thing, you should make the player duck or something, because the current animation really does make it look like it's bugged.

the only game i could compare it to is vermintide, for godhand maybe it's comparable the side step thing, not the leaning thing. yeah i'm actually implementing a camera lean on dodge (along with other camera shake shit) right now so it should be more noticable i think.