i just send a remote every runservice heartbeat that contains a cframe from a raycast result (camera to mouse)
i dont think sending the actual :getmouse() would work since the mouse instance is client only and would be nil on the server
also tip: DONT USE REMOTE FUNCTIONS TO INVOKE CLIENT!! at least i think so, since exploiters can hook up their own function to it, and since invokeclient is a yielding function they can make it go in an infinite loop
Thank you very much Maple!
Iāve got a way for the client to replicate mouse position to the server now, this is going to add so many options for moves :D!
Added ability for moves to be charged and aimable (Thanks Maple)
Aiming bug fixes
Vitality stat now functions and increases your hp per level
Added combo counter and itās client side UI
Center UI now works
Kogetsuās Normal Combo and Heavy combo now has effects
Breaking super armor now has a VFX
Re-animated Kogetsuās Normal combo
Guardbreak now breaks super armor no matter how much it has
Now possible to cancel Kogetsuās SP1 projectile if they are hit before the charge up
Blocking, Block-break VFX
VFX moved to be client sided
CARL RETURNS
NPC handler added, now has a basic ai to target nearest player, attack and heavy combo if blocked
NPCs have a set distance from each other now when they are close to you (Needs more testing and collision box adjustments)
NPCs now have server-side animations
Woohoo, Iāve finally caved and went on to make some VFX at last. This was mostly a week of visual updates and functionality as the back-end is in a decent-ish spot. (Thanks again to maple for showing me how to do client-to-server mouse replication) I think I just have to make NPCs drop exp and stuff and then the game will be semi-playable at least. Also Iāll be on vacation for next week so progress will probably slow a bit from the usual. Til next week
Video of combo counter and blocking vfx but I canāt get it to embed q.q
Added damage tables (anyone who deals above 20% dmg will get award with the kill)
NPCs now give exp when killed
Exp gain now scales based on your combo multiplier (Maxes out at 2.5X)
Added Level up VFX and SFX (Changes based on how many levels you gain)
Data now persist across deaths
Kogetsuās SP1 now has an additional hitbox at the end of itās explosion
Speed now affects projectile speeds (Very slightly)
I have been on vacation :D! It looks like all thatās left now is saving and weāve basically got a bandit beater B)ā¦(What am I doing with my life)
Thereās a distance check for dialogue now so you can run away from people
(Running away from cutscenes)
I am back from vacation! (Not looking forward to working on datastores againā¦) When thatās complete, Iām definitely looking forward to writing a tutorial for the game. Iām thinking of giving the player two slots at the beginning, being Fists and Kicks. This would give the player experience of switching between slots mid combo and make it less jarring when they get their ARMS to use.
*I should correct that when you hit someone with your 4th m1, the target gets invincibility. This was because NPCs were a bit too op without this, being able to stun lock you infinitely
Hereās a clip from a previous update where dummies were beating the crap out of me q.q
canāt wait until absurdly cracked players speedrun a boss by beating each other up with m1s and sacrificing one of them to give the rest invincibility to dodge attacks
Do you mean that enemies donāt get the invincibility when you attack then or that thereās a debuff that prevents you from gaining invincibility from an enemy?
I donāt think thereāll be a debuff like that, thereās ways to continue your combo outside of M1s so thereās no worry about that. You can always cancel into other moves after the active duration of the move.