Thank you for the review. The camera has known a better state during the development, but at somepoint I made godot glitch my camera node in my main scene and had to recreate my camera. If I look also to much in each detail there is a lot of thing I would have like to fine tune a lot but I lacked time. After all, this is all done with limited resource.
I really like that we found our way from start menu to credit with no appearing pending feature in the player's scope, so we did it like we could and we kind of chose everything well enough to land in playable state of everything with nice physics. We still had clouds, boats, waves in mind too^^
Adrenesis
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I feel the same, but only on the slide, the A-A was the most fine tuned. As I play it, I'll tend to be more likely slide if I try to move fast. Which is nice enough cause, it's also the use of certain move in SF. The sprite isn't fitting well enough though, and would need a slash effect to make the trick. The down bound of the hitbox isn't big enough too. this attack deserves more fine-tuning.
Like in the process of creation of Street Fighter, fine-tuning animation and properties is a big part of the job, it's also why there is so much balance in modern fighting game. There's some videos of SFV hitbox on Youtube, you'd notice they are really weird :P.
EDIT: In the last 3 days I've been craving the sensation of making and fine tuning animations like that, I think Li will do some other things =).
Yes, I'm sorry the game is a bit fast, I'm a Street Fighter player and I aimed for about 1.5x/2x the time you have to react compared to Street Fighter V. But it's more about how I should put that on a curve I think. Like, having a longer timer on furnaces or a bigger temperature scale. To be honest, half of the code has been rushed down to make it in time, I spent a lot in fine-tuning Li's gameplay =).