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A lot of logic in some games is triggered by animation events. Eg, activate a hurtbox on this frame of an attack. I wonder if you use a ton of timers to avoid depending on animations in that way


Yeah, it's messy. The attack would be triggered by the hidden 2D version of the game, and you need to map the 3D version to visually strike when the 2D version hits.

If there's a bug in the 3D version, the strike happens at the correct time gameplay wise, it just looks wrong.




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