Took me a while to figure out, but I managed to implement a 2-step drag system that smooths out the applied force considerably in comparison to the attack animations while being editable to each individual attack. It’s not perfect (and I’m sure part of it is the laptop), but it feels so much better than the original code.
3 Likes
Honestly, looks good.
Nicely done! The dragging is a weak link in the course. I like seeing students find workarounds.
Oh, definitely! Another small adjustment I just finished; it was driving me nuts being locked into a single direction with the combo attack. Still a little clunky and not moving as freely as I’d like just yet, and I’m not sure if this is something that gets addressed in the last unit (course wasn’t complete my first run through), but it’s getting there. Not sure if I’ll do something about that in the targeting state yet… It makes sense to do so there.