how the moveset will work: E - A move E(C) - The (C) represents Crouch Mode, you will need to go into Crouch Mode for it. Also read the notes for some explanations on the move set scroll down for move set A and D to move around (Arrow Keys also work) Z - Crouch Mode: Off X - Crouch Mode: On Q - Stand Summon (purely visual and does nothing, you cant desummon lol!!! (unless you use SoH)) M1 - Jab M1(C) - Low Jab E - Uppercut E(C) - Swipe R - Kick R(C) - Ground Slam T - Knife Throw (no way actually functions like knives unlike my old games) T(C) - Space Ripper Stingy Eyes Y - Divine Drink, then throws them (buggy if laggy) (allows you to move the dummy) Y(C) - Charisma U - Scales of Horror (Has a distance limit meaning it won't work up close, also has no Crouch version, meaning both will work in both modes). F - Timestop (Flashing Lights warning?) During Timestop, the projectiles and H are the last move you can use during it. Meaning if you use it at the start, you will have to wait it out. The T will turn into the infamous ABD move. Summons 10-25 knives. G - Shadow Punch G(C) - Shadow Punch (x3, also homing) (Quick Time Event) H - Heavy Dash (Extends Timestop) H(C) - Punishment (has really bad hit detection) (summons up to 30-70 knives) V - Teleport (Flashiness is based off the HFTF Teleport). Goes to mouse pointer. P - Pose (A much cooler pose can happen if you have your stand summoned, there are 3 poses, 2 songs can play for the third one) Space - gain legs (you will NEVER look at STW the same way AGAIN) there's a secret move :) (not a stolen joke, or is it) All the budget was spent on new cooler effects, making two movesets in one, making the dummy movable without bugs, the new time stop effect (I made), and also better coding, as I am learning how to make a movable project work, as well as point in directions. 1 to show hitboxes, 2 to hide
notes (credits at the bottom) the game gets VERY buggy when laggy I tried to make the code organized, so it can be easier to find moves. This is VERY experimental, however I did try my best to fix bugs. The Space Ripper Stingy Eyes move was VERY hard to code, so it took 4 sprites since I'm not very good at coding. It also has a bug where it won't disappear, but that happens randomly. Using it at the edge will make it disappear immediately. SRSE had many changes. At first it was purple and a long line, rather than the one we have now. It was aim-able through cursor, but that was extremely buggy. It also had a glow effect, but it looked weird and didn't match up. Then I managed to make it into 2 sprites, rather then 4. For some moves, instead of using smear, making them look all smeary, I decided to use grey trails, and tried to make the animation and E and E(C) look smoother. The counter was such a pain to code. Also he's drinking grape juice, Shadow DIO likes his grape juice. You used to be able to do E, R, and LMB during Shadow Punch, but it was VERY buggy. Think of Punishment as a cooler version of Timestop T R(C) used to be a dash attack (that I forgot the name of), it would be you crashing into the floor. But it looked very goofy. I know the hit effects aren't lined up with the fists at all, but mald you have no IDEA how hard it was to fix bugs while adding a blood effect onto knives. do not fail the QTE or he will be sad the third pose is based off of ABD's pose for STW music for 3rd pose doesn't loop due to bugs credits: (majority of sound effects) https://www.youtube.com/watch?v=r_9RAGE8M70 (certain sound effects) the effects were heavily inspired by diamonddragon77, but I drew them myself the effects for E, E(C), and R are inspired by AUT. all sprites were done by me (except for the boom)