A new version of the Dreamcast Fighting Game is out & can be downloaded from Jimbo’s site. Here’s what’s new in version 0.1.6:
“i have been wrestling this bug that causes an exception and fatal crash only when ducking. the duck loop uses logic similar to that of the a button, detecting release of the button for hold moves. but when wrapped by the condition of the left trigger, perhaps things are different… maybe thats a stretch. i havent quite isolated the bug yet.
working on some new moves for throws, counters, falling…
this should also require a new classification of attack, namely by range (kicks are longer than punches) and impact height(high,mid,low:an int). consequence logic will also become more complicated, as a low block is no good against a mid attack, but a duck puts you under a high attack… true collision detections might be a little out of this machine’s league… or are they? i guess ill have to get to Dan and Marcus on that one.
the idea is to encapsulate all state information about an attack in an int.
1s place: attack range
10s place: attack height
100s and more: attack strength
the logic will take this into account, and we will have slow kicks that reach longer than fast punches, as well as the ability to duck under, jump over, and properly defend against high, middle and low blows.“
Thanks to Wraggster for the news.