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We will be adding a series of tutorials guides and a full in-game tutorial later in development.
As Doge says, throwing is done with momentum, the necessary momentum can be made by running and spinning, but can also be made by pressing the LIFT / TAUNT button for a short time before releasing i.e. lifting the object then releasing close to the apex of the lift.
For reference lifting with both hands gives the lift more force but swinging an item with a single hand can generate additional momentum.
The game is pretty cool, keep up the good work.
I'm using the logitech f310 gamepad.
No problem with controller(used for octodad as well).
How do I enable punching?
You could try plugging in another controller or use the keyboard for player 1.
if this game is only multiplayer and there is no single player fighting cpus
my money i spent would go to waste
- "9" to spawn a normal enemy (with randomized costume and color)
- "0" to spawn a Mini-Boss (with randomized costume and color)
You can also spawn props like:
- Ball (perss "6" on the keyboard)
- Box (press "7" on the keyboard)
- Dumpster (press "8" on the keyboard)
Yes, this is the Debug system of the game; there's no menu or anything, just spawn what you want inside the stage with no restriction at all (just move the mouse over the point of the level where you want to place an object/A.I., press the number that spawns it in and **POOF**, THERE IT IS!).
The numbers you have to press are above the letters of your keyboard, NOT ON THE NUM. PAD.; I also suggest you to not spawn too many objects/enemies in the level to avoid making the game lag...
The A.I.s are kinda dumb but if you played the free Pre-Alpha you'll noticed that, even if they are pretty bad, they got a little bit improved and are more challenging to defeat (still stupid though...).
If you want a real challenge you need to fight against a real player and not an A.I. (since they aren't able to grab you and throw you outside of the stage; nor to kick, duck, jump or climb back up when you throw them. They'll try to walk away from certain dangers though, and they won't follow you if you get in dangerous places, some examples are the middle grinders in "Grind" or the rails in "Subway": if they fall in the middle grinders but didn't get caught by the gears they'll try to walk away from them in the "Grinder" stage; they won't even come down with you if you fall down from tha platform and get on the railings at the "Subway" stage, they'll just follow you from above and wait until you climb up high enough to punch you back down).
And a bad thing about them is that they'll keep punching you non-stop when you get unconscious; that's a bit boring since it makes you wait more to get up but it gets REALLY boring when it's a Mini-Boss that does that, since he reaches your head easier and his punches are stronger and deal more damage and you need to wait until he turns the other way when he misses a punch to escape (keeping you unconscious for A LOOONG time...).