SR v4.15 - 8 possible player grabs?
Added 2022-10-08 03:30:02 +0000 UTCDownload here.
Versus Mode ordinally had each character select up to 4 grabs. I felt that wasn't quite enough so I increased the number of grabs per characters to 8, and it worked fine for the AI.
The problem was that it lacked a "selection mechanism" for the player. While there are many ways to accomplish it, I like the "downed"/"standing" grab state approach of the original HR the best. Only one problem, it is not as trivial to implement as other methods so I put it off - until now.
How it works is essentially the same as the original HR. When grabbing a downed opponent, it will do the "downed" grab state instead of "standing". While in this "downed" grab state, grab slots #5-8 are prioritized. Press the jump key (default I) to drag the opponent into the standing state. (In HR there was no jump key so in HR it was the guard key)

Also added transition animation between the "downed" to "standing" grab state too. Transition animation adds a lot of immersion but doing it for every grab is too much animation workload. I have some ideas that I want to try however and you may see more of transition animations in the future.
The other feature is that I added new experimental size-altering slider options. Implementing them is practically speaking same as other any slider option. The issue of them is grab-animations. Changing the body-size will cause the grab-animations to misalign badly and look horrible.
So I am trying a compromise. Basically, size-altering slider works as intended outside of grabs and is disabled during grabs. For example:


Anna is shorter normally and then during grabs her size snap back to standard.
Give it a try and let me know if this is a worthwhile approach.
The other stuff I been working on (considering the real time modes only since I was waiting for the CATC grid vote to conclude) is the map editor. It is a big project and it's going to take sometime to get it fully working. What I am aiming for in the short-term is to implement Stage selection for versus mode and make use of the map editor to try implementing corner and rope based moves (probably implemented as invisible devices and make use of the carry mechanic).
Anyways, back to CATC for now.
Changelog:
- Added new "downed" grab state
- When grabbing an opponent on the floor, the grab starts at the "downed" grab state
- While grabbing an opponent in the "downed" state, press the jump key (default I) to bring them up to the "standing" grab state
- While in the "downed" grab state, the grab slots #5-8 are prioritized. (AKA players can bring up to 8 grabs now)
- Implemented grab-transition animation system and added a new downed->standing transition animation
- Upgraded grab system to pick correct grabbing and transition animations based on the pairing size
- Added new standard-small standing grab, downed grab and downed->stand animations
- Added Experimental size-altering sliders under Dresser - Body - Experimental Sliders. These sliders works as expected but is disabled when characters are in a grab to avoid incorrect grab animation alignment problems. (AKA the characters snap back to the standard size during grabs)
- Fixed bug that cause characters to have hyper armor while downed (caused things like cant grab downed characters)
- From CATC:
- Added Import/Export for grab-selection (in H-Lab)
Comments
Feels like if I do that, going to get lots of "buggy game, animation doesn't even line up" complaints in the future.
Enlit3D
2022-10-09 20:55:14 +0000 UTCCan we just keep the body size change even during grabbing? I would personally love it even it means I need to live with some weird animations. Maybe add a switch to turn on/off?
NoobStatements
2022-10-09 10:37:53 +0000 UTCWow, adding 8 grabs and the transition animation between the "downed" to "standing" grab state are some amazing additions you've added lately...
NakedAlice
2022-10-09 02:58:09 +0000 UTC