Action cancelling on "bumpy" terrain improvement request
Posted: Sun Jun 10, 2018 12:59 am
Like Alex said on his "by design things" post, some actions are cancelled on bumpy terrain. Pay close attention, blink and you'll miss it. But don't worry, I made the second half of the video in slow motion so you can see better:
https://youtu.be/uk3hVjEZOk8
So... this seems kind of by design to me. What's happening here is that actions done mid-air (such as punching) are cancelled when you land on the ground before the animation is finished, which makes a bit of sense. But in these situations shown in the video, which happen very often, it could get annoying. I only float mid air for like 2 or 3 frames, so maybe this could be polished up a little to make the controls and movement smoother, more responsive.
I don't have many ideas on how to polish this up. Maybe the game could automatically restart the action if only 2-4 frames were cancelled, or maybe swap to the "ground version" animation of the action, starting from the corresponding frame where it stopped...?
https://youtu.be/uk3hVjEZOk8
So... this seems kind of by design to me. What's happening here is that actions done mid-air (such as punching) are cancelled when you land on the ground before the animation is finished, which makes a bit of sense. But in these situations shown in the video, which happen very often, it could get annoying. I only float mid air for like 2 or 3 frames, so maybe this could be polished up a little to make the controls and movement smoother, more responsive.
I don't have many ideas on how to polish this up. Maybe the game could automatically restart the action if only 2-4 frames were cancelled, or maybe swap to the "ground version" animation of the action, starting from the corresponding frame where it stopped...?