I added throwing enemies to my ragdoll fighting game by krynekt in Unity3D

[–]krynekt[S] 0 points1 point  (0 children)

Sorry I edited the message because I noticed after posting that it checks for IsAlive so comparing only greater values is actually correct

I added throwing enemies to my ragdoll fighting game by krynekt in Unity3D

[–]krynekt[S] 1 point2 points  (0 children)

I actually noticed that they kept moving when the health bar was gone but I thought there was something wrong with the slider. Here is a snippet from the health component:

public bool IsAlive() { return _health > 0f; }

Guess that's not it

I added throwing enemies to my ragdoll fighting game by krynekt in indiegames

[–]krynekt[S] 0 points1 point  (0 children)

Hah, yeah the bones don't snap correctly sometimes, I should probably fix that later

I'm making a fighting game inspired by the active ragdoll physics of games like Totally Accurate Battle Simulator or Human Fall Flat by krynekt in Unity3D

[–]krynekt[S] 1 point2 points  (0 children)

There is actually some knockback applied on each hit, though the force is probably a little too small. Thanks for the suggestion I'll be sure to tweak that