- Bug fix
Fixed various small issues of debug warnings, most importantly, the level 8 AI flooding debug with "modular by 0" warnings. Along with a few afterimage and visual effects having improper time codes.
- Attack - Jab (the first punch with standing Attack 1)
Reduced the recovery time. Mixing up after a jab tap is easier.
- Attack - Down Slash
Made the 2nd hit of the attack do more damage and longer hit-stun on counter-hit.
- Attack - Forward/Reverse Kick
The attack now slides sooner. Made the attack active for 2 frames longer, and the recovery 2 frames shorter. For better utility. The attack also knocks in-air foes slightly higher for more consistent follow-up with the knee.
- Attack - Tail Whip
Made the upwards knockback of this attack slightly higher so starting a juggle with Dark Slash projectile then dashing in, is more consistent.
- Mechanics of Attacks: Air-Slash and Knee
I got rid of the special counterhit effect and properties of the Air-Slash and Knee. I felt this was a bit unpredictable at times for reliable follow-up, so instead just gave them more subtle counterhit effects.
- Code
Shifted some code for turning and default mechanic overrides from state -3 to state -2 for more desired results, particularly because auto-turn was affecting the character in custom "idle" states.
- Sound
Added a sound for the cape winning pose. Also tweeked the sounds for the main round-win pose. I plan to do more to this later.
I still plan to add more win/loose/intro/effect animations, improve the sound design, and work on the evolving AI down the line. I want to produce more characters first.