Fixed a bug with the character speeding up while falling off ledges, added some special transitions for doing an air attack just as the kind of air attack your supposed to be inputting changes (for example doing a rising attack just as you reach the peak of your jump, or a normal attack right before doing a double jump). I may need to do some work on control buffering, IE registering inputs before they’re used so that if the player inputs a jump a frame before they can actually jump they get a jump one frame later instead of a lot of nothing. Not sure yet if that will be a generalized solution or something I go through implementing piecemeal on different behaviors.
Sliding animations also need to be revisited since they look crappy on small slopes, as illustrated here:
So tomorrow that and control buffering will get addressed.