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[Roid Rage] Attack Combos & Flying Kicks!
This is one of those updates where on the face of it, nothing much has changed; but over the past couple of months, we’ve been moving all of the Player, Enemy and Combat code over to a FiniteStateMachine system. Now, of course, as we’ve moved all of our code around to perform in the same way, we’re essentially back to where we started, but we can now integrate our combat and AI code more easily and efficiently.
So we started off with a simple 3-combo punch! This system, in contrast to the simple single-punch we had in before, adds a great deal more feel to the game, so we’re very happy with it. We’ve not only added that, but we figured it was time Roy should do some damage while jumping, so we’ve given him some kicking power up there – great for hitting multiple enemies.
That’s all for now, but now we’ve gotten that system out of the way, some of the much needed additions should start to be implemented a lot quicker than before. Stay tuned!
http://jumpfrogstudios.co.uk/2017/02/roid-rage-attack-combos-flying-kicks/http://jumpfrogstudios.co.uk/wp-content/uploads/2017/02/3combokick_thumb.gifhttp://jumpfrogstudios.co.uk/wp-content/uploads/2017/02/3combokick_thumb.gifGamesRoid Rage+ Added a StateMachine system to Players, Enemies and their respective Combat code
+ Jumping kick mechanics
+ Added 3-combo system for punches
+ Attacks now have a short delay at the end of combos
* More refined hit detection for enemies
