Pixel Game Engine

Pixel Game Engine

[Bugreport] Animation loops prevent Cancel Points and Combos from working.
Issue is pretty simple (and I assume unintended).

While in an animation that runs loops, any loop beyond the first will not trigger combo switches into new animations or cancel points.

So if for instance you tell an animation to repeat the last frame, and you put a cancel point or a combo trigger (Defensive / Aggressive Damage) into that last frame, it can still only be triggered in that first loop.

Not sure what the issue is. I assume the loop doesn't refresh cancel points and combo triggers specifically (animations, self-buffs and sounds do get retriggered).
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Pixel Monsters  [developer] 20 May @ 8:26pm 
Will be fixed in the next update
Ponyeater 21 May @ 12:28am 
Excellent.
When that gets fixed, that'll allow people to make "stances", in which you cancel back into normal or go into an attack.
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