Castagne Engine

The Open Source Fighting Game Framework

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Remember the Input Transition system ? It’s now called Input Trigger since it ended up doing more than just transitions. That’s it, send update

To add a bit onto the information, the Input Trigger system allows you to add actions when specific inputs are made, the most common of which is a transition to another state, but it could also be a flag so you can do more advanced behavior. It’s a bit more defined in this version:

  • The Input Triggers are checked twice: after the Before event, and at the end of a tick, in both cases just before a state transition.
  • Only one Input Trigger may activate at a time. The priority is given first by the priority of the trigger, and then by the inherent motion priority.

If you remember, AttackCancel is actually just a wrapper above InputTransition. This means that to reduce input lag as mentioned the last time, the default cancels will now be part of the Before event, and interact with the Freeze phase in a funny fun fun way, which may make them harder to implement properly from within CASP. This is part of the reason why the system will interact with State Metadata, which can be used for more than just categories and the like, but also to specify cancel conditions etc.

Also I’ve renamed the “S” button to “U”, so your default buttons are now L, M, H, U, E. The reason I did that is to avoid confusion between the S(pecial) button and Specials, just like I used LMH instead of the original ABC otherwise people would wonder why the “A” button doesn’t activate the “A” input. Customisation of the input layout is pretty low on the priority list I’m afraid, as it’s much less critical than the engine working lol

Try the Godot 3 Version now!