Punch Planet - Early Access - Sector-K Games


Version 0.3.3 of Punch Planet is now released!
https://www.youtube.com/watch?v=ZDlHsMcrirI
Music
Theme songs for Roy, Cid, and Tyara have been added, completing our current casts' music.

Motion Blur
Added an option for enabling motion blur, might affect your performance so keep that in mind when using.

Bloom
The bloom values have been adjusted and ability to disable has been removed.

Roy
Roy has had his entire animation library updated and some of his moves have changed as a result.


https://giphy.com/gifs/iqt3hI6VaVSNYXbvvZ

Notable changes:
  • Jp.LP: Now uses old Jp.MP animation
  • St.LK: Increased range, no longer a low
  • Jp.LK: Adjusted hit boxes
  • Fw.MP: No longer reels back during the startup, increased push back
  • Jp.MP: New animation and data, cause a soft knockdown spike against airborne opponents
  • St.MK: Reduced stun and range
  • Jp.HP: Now causes a reset against airborne opponents
  • St.HK: Ranges adjusted
  • Jp.HK: New animation and data, causes a hard knockdown spike against airborne opponents (like his old Jp.HP)
  • Headbutts: General range reduction in active and followthrough frames
  • Super Punch: Now named Knuckle Sandwich

Cid
Cid's model has been updated with new boots, movable side grenades, and movable dog tags. Some of her animations have been updated to use these.


https://giphy.com/gifs/1dGzUuubeQ5z3JacMF

Notable changes:
  • Cr.LP: No longer chainable into other lights
  • St.MP: Regular version is faster
  • Jp.MK: Harder to combo from
  • Cr.HP: Adjusted juggle physics
  • St.HK: Faster
  • Knife Wheel: All versions are now -4 on block

TYara
A few gameplay changes for the warrior goddess.

Notable changes:
  • Cr.LP: Decreased startup by 1 frame, now in line with other characters
  • St.MK: Only one of the two hits will land, only the later hit is cancellable into super
  • M.Chop: Slightly faster
  • Shield Charges: Heavier versions now provide slightly more knockdown frames
  • Super Combo: Now named "War Dance"

Dog
Dog has received quite a few gameplay adjustments.

Notable changes:
  • St.LK: Higher block stun
  • Cr.LK: Higher block stun
  • St.MP: Adjusted animation movement
  • Cr.MP: Now hits low, animation now returns to start position
  • Jp.MP: More active frames, harder to anti air, harder to combo from
  • St.MK: Slightly faster, less recovery
  • Cr.MK: Updated animation, decreased damage, adjusted hit boxes
  • St.HP: Causes hard knockdown against airborne, increased juggle value, adjusted frame advantage
  • Cr.HP: Faster, can combo from jab, can run stop into jab for free
  • DwFw.HP: Causes hard knockdown, more punishable on block
  • Jp.HP: Less hit stun, more block stun
  • St.HK: Farther hit box
  • Cr.HK: Increased damage, decreased active frames, harder to combo from, safer when blocked
  • Run: Standardized initial startup velocities for all runs
  • Run -> Stop: Slightly faster
  • Run -> Leap Strike: Much higher knockdown frames
  • Pin Wheel: Disabled different Dive versions (L / M / H, only one version now), increased the cancel window into Dive
  • EX.Pin Wheel: Moves farther, only the initial frames will hit grounded opponents, decreased juggle value
  • Pin Wheel -> Dive: Adjusted hit box

Agent-G
Agent-G can now feel the power flowing through him.

Notable changes:
  • Cr.LK: Adjusted advantage
  • Jp.MP: Better hit box
  • St.MK: Increased damage
  • Cr.MK: Hit box range retracted, hurt box range extended
  • Jp.MK: Harder to combo from
  • Jp.HP: Slightly faster, improved hit box
  • St.HK: Improved hit box, animation movement adjusted
  • Cr.HK: More damage
  • Jp.HK: Less hit stun
  • Crescent Kicks: Adjusted juggle physics, hit box range retracted
  • Lunar Geyser: Is cooler

Maxx
Maxx received some new fun stuff.

Notable changes:
  • St.LK: Adjusted advantage
  • Cr.LK: Slightly less block stun
  • Jp.LK: More active frames, adjusted stun
  • Fw.MP: Moves farther forward
  • Cr.HP: Less push back, more knockdown frames
  • Fw.HP: Increased damage
  • St.HK: Moves less far forward, extended hit box
  • EX.Hook Swing: Decreased juggle value
  • Horny Toad: Now projectile invincible during startup
  • Buff-U: Decreased meter gain
  • EX.Buff-U: Increased bottle hit box size, increased bottle stun values, slightly increased bottle damage

Battle Camera
Camera has been adjusted slightly to give a slightly more 3D look and have less vertical movement.

Quick Rise
Quick rise / normal rise for soft knockdowns has effectively been disabled. Players that are put into a soft knockdown will now automatically rise at the old quick rise timing. Some moves have had their knockdown timings adjusted with this in mind. The difference now between soft and hard knockdown are the combo-ability and generally longer knockdown times.

Chainable Light Attacks
For light attacks that chain into others, they have had their cancel windows delayed and adjusted. They are now -1 when being countered by an ATC and attempting to chain into their fastest light. This means when landing a successful ATC, the defender should almost always be at an advantage.

Airborne Normals
Many airborne normals have had their hit stun decreased while having their block stun increased. This will make better followups require deeper jump ins.

Throws
Normal throws are 1f slower. It will be easier to react to and will lose to strikes more often.

ATC
When whiffing an ATC, the recovery frames have been reduced by 2 frames. It is slightly less risky to go for.

JTC
JTC has been adjusted in a few ways. The hit stop has been increased, the landing recovery and stun values have been equally increased, and damage has been reduced. Functionally the move should remain the same but slightly less effective, also more punishable when countered by ATC.

Unity
We've updated our version of Unity that we use from 5.5 to 5.6. Will have improved performance and fixed some known issues (like alt tabbing in exclusive fullscreen).

DTC Advantage Flyup
With attack info turned on in training mode, a flyup similar to the hit advantage will show when using DTC.

Loading Screen
There is one now.

Full detail changelog

Thank you everyone for the continued support, please enjoy the set play.

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Punch Planet - Early Access - Sector-K Games


Version 0.3.2 of Punch Planet is now released! Last week at EVO was a ton of fun for us and it was so awesome seeing everyone that came out, thank you all for the support! This patch is mostly gameplay changes from feedback / observations we got at the event.

Walk Speeds
Walk speeds have been slightly adjusted for all characters. Most characters had their backward speeds increased, and Roy / Cid have had their forward speed slightly reduced. Overall this should be a defensive buff to the neutral game.

Jumps
All characters have had their horizontal jump distances slightly decreased, should make spacing against jump attacks slightly easier for the character on the ground and slightly reduce the effectiveness of jumping in.

Airborne Attack Damage
Standardized the damage values on all jumping attacks so that it will be easier to balance in the future. Each airborne attack now references a shared value for its damage, and also allows for an offset to adjust on a per-move basis. Base values are Light = 20, Medium = 40, Heavy = 60.

Maxx
Since he was just released, Maxx is still a little rough around the edges, most of his changes are geared towards bringing him a bit more in line in effectiveness and usability.
  • Cr.LK: Now super cancellable
  • Jp.LP / Jp.LK: Fixed doing way too much damage
  • St.MP: Increased push back, increased hit box range
  • St.MK: Decreased startup
  • Cr.MK: Decreased hit / block stun
  • St.HP: Increased push back, increased hit stun, decreased block stun
  • Hook Swing: Increased damage on L / M versions
  • Horny Toad: Increased damage, adjusted hit box
  • G.A.P: Decreased projectile invincibility, adjusted hurt boxes (easier to hit),
  • decreased startup on H version, fixed double meter gain
  • Buff-U: No longer gains meter on initial use (only when getting the buff)
  • Last Call (Buffed): Decreased damage
Agent-G
Agent-G feels a bit weak in health and damage so we wanted to buff him up a little bit. I felt like he was already pretty strong, but the amount of work he has to do to get his wins feels a bit high compared to the other characters.
  • Increased health
  • Increased damage scale
  • Cr.HP: Decreased damage
  • Cr.HK: Increased hit box range
  • Lunar Disk: Decreased horizontal spawn position of the projectile
Roy
Not a lot changing with Roy, just a buff to his Cr.HK so that it's slightly faster (combos from LP.Gunshot xx DTC now) and applies a longer knockdown
  • Cr.HK: Decreased startup, increased knockdown frames, increased push back
Cid
Cid is strong
  • Jp.MP (Charged): Adjusted juggle physics, decreased juggle value
  • Cr.HP (Charged): Adjusted hop cancel physics and attack timing
  • Cr.HK: Increased knockdown frames
  • Grenade: Decreased horizontal spawn position of the projectile, decreased hit and block stun on L / M / H versions, increased x velocity of all versions, decreased active frames

Stage Music
Added training mode versions of all stage tracks, which are just longer versions and incorporate the entire songs. The tracks used for gameplay are broken up into Round 1 / Round 2 (sound difference) but in training you would only ever hear the Round 1 version, now you'll hear the entire track.

Input
Decreased input leniency when coming out of a Dash. This was done specifically to make it easier to do Agent-G Dash -> Legendary Sentai, but there really didn't need to be as much leniency as there was.

Fixes
  • Fixed a bug with the battle camera that would cause the depth of field to become enabled after a rollback, even when it was disabled in the settings. Should help with slowdowns on lower-end machines when doing command grabs / super freeze.
  • Fixed an issue when checking for collisions that could allow a command grab to hit on the same frame as a projectile, causing undesired issues..
  • Fixed a bug when using projectiles that caused them not to record their start frame correctly, fixes a bug with using a projectile for the first time in a game.
  • Fixed any instances of KO sequences using soft knockdown instead of hard, fixes any cases of players being able to quick rise after a KO

Full and detailed changelog can be found here or below:
Punch Planet - Version 0.3.2.a * General * Standardized all airborne normals damage to reference value objects * Light = 20 * Medium = 40 * Heavy = 60 * Special cases will be one of these with an offset (cid charged, dog 2-hit jp.mk, etc) * Characters * Roy * Moves * Walk Forward * Decreased move speed from 0.24 to 0.22 * Jumps * Decreased x velocity from 0.225 to 0.215 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Cr.HK * Decreased startup state frames from 10 to 9 * Increased knockdown frames from 35 to 40 * Increased push back from 3.0 to 3.5 * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Cid * Moves * Walk Forward * Decreased move speed from 0.26 to 0.24 * Walk Backward * Increased move speed from 0.15 to 0.18 * Jumps * Decreased x velocity from 0.24 to 0.23 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Fast * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Charged * Decreased base damage from 60 to Damage_Medium_Airborne(40) + 10 = 50 * Decreased juggle value from 2 to 1 * Decreased juggle x velocity from 0.25 to 0.15 * Increased juggle y velocity from 0.6 to 0.65 * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Cr.HP * Charged * Hop Cancel * Increased total airborne frames from 26 to 30 * Decreased y acceleration from 0.035 to 0.0325 * Increased attack cancel window from frame 1 to 6 * Jp.HP * Fast * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Charged * Adjusted base damage from 70 to Damage_Heavy_Airborne (60) + 10 = 70 * Cr.HK * Increased knockdown frames from 34 to 38 * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Knife Rush * EX * Increased push back on block from 1.0 to 3.0 * Grenade (Move) * All Versions * Decreased projectile spawn x position from 3.5 to 2.5 * Grenade (Projectile) * All Versions * Decreased active frames from 150 to 100 * L / M / H * Decreased hit stun from 19 to 17 * Decreased block stun from 9 to 8 * L * Increased x velocity from 0.16 to 0.2 * M * Increased x velocity from 0.18 to 0.22 * H * Increased x velocity from 0.2 to 0.24 * EX * Increased x velocity from 0.22 to 0.26 * Dog * Moves * Walk Backward * Increased move speed from 0.155 to 0.175 * Jumps * Decreased x velocity from 0.22 to 0.21 * Jp.LP * Decreased base damage from 25 to Damage_Light_Airborne (20) * Jp.LK * Decreased base damage from 25 to Damage_Light_Airborne (20) * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.MK * Decreased each hit base damage from 30 to Damage_Medium_Airborne (40) * 0.5 = 20 * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * TYara * Moves * Walk Backward * Increased move speed from 0.11 to 0.12 * Jumps * Decreased x velocity from 0.18 to 0.17 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Changed base damage from 40 to Damage_Medium_Airborne (40) * Jp.MK * Changed base damage from 40 to Damage_Medium_Airborne (40) * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.Dw.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.HK * Adjusted base damage from 70 to Damage_Heavy_Airborne (60) + 10 = 70 * Agent-G * General * Increased health from 900 to 925 * Increased damage scale from 0.9 to 0.925 * Moves * Walk Backward * Increased move speed from 0.17 to 0.19 * Jumps * Decreased x velocity from 0.24 to 0.23 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Cr.HP * Decreased base damage from 70 to 55 * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Cr.HK * Extended hit box right from 7.75 to 8.0 * Extended hurt box right from 6.75 to 7.0 * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Lunar Disk (Move) * All Versions * Decreased projectile spawn x position from 3.5 to 3.0 * Maxx * Moves * Walk Backward (Normal) * Increased move speed from 0.14 to 0.16 * Walk Backward (Buffed) * Increased move speed from 0.1 to 0.12 * Jumps * Decreased x velocity from 0.21 to 0.2 * Jp.LP * Decreased base damage from 60 to Damage_Light_Airborne (20) * Cr.LK * Now super cancellable * Jp.LK * Decreased base damage from 60 to Damage_Light_Airborne (20) * St.MP * Increased push back on hit and block from 2.0 to 2.5 * Extended hit box right from 5.25 to 5.5 * Extended hurt box right from 4.5 to 4.75 * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Cr.MK * Decreased hit stun from 23 to 22 * Hit Advantage: * Link: [+2, +4] => [+1, +3] * DTC: +9 => +8 * CH Advantage: * Link: [+5, +6] => [+4, +5] * DTC: +12 => +11 * Decreased block stun from 19 to 17 * Block Advantage: * Link: [-2, -0] => [-4, -2] * DTC: +5 => +3 * St.MK * Decreased startup state frames from 8 to 7 * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * St.HP * Increased push back on hit and block from 3.0 to 3.5 * Increased hit stun from 20 to 21 * Hit Advantage: * Link: [+1, +2] => [+2, +3] * DTC: +6 => +7 * CH Advantage: * Link: [+5, +6] => [+6, +7] * DTC: +10 => +11 * Decreased block stun from 15 to 14 * Block Advantage: * Link: [-4, -3] => [-5, -4] * DTC: +1 => +0 * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Hook Swing * L * Increased base damage from 30 to 40 * M * Increased base damage from 40 to 50 * Horny Toad * All Versions * Extended both hit box left from 0.5 to 0 * Extended initial hit box bottom from 3.5 to 2.5 * L / M / H * Increased base damage from 40 to 60 * EX * Increased base damage from 40 to 70 * G.A.P * L / M / H * Removed duplicate meter gain action on second startup state * Fixes gaining double meter for using these * Extended airborne startup state hurt box bottom from 1.5 to 1.0 * Decreased projectile invicible frames from [airborne start, airborne end] to [airborne start, 10 frames before airborne end] * H * Decreased airborne startup state frames from 33 to 28 * Total startup decreased from 45 to 40 * G.A.P Followup (hit) * All Versions * Fixed hits destroying projectiles * Didn't really cause an issue just looked weird * Buff-U * Normal Version * Removed initial meter gain on use * Now only gains meter when buff is applied * Increased meter gain when buff is applied from 250 to 300 * Last Call (Buffed) * Decreased base damage from 220 to 210 * Effective damage decreased from 355 to 339 * Stage Music * Added training mode version of each track * More of a full track instead of broken up into round 1 / 2 versions * Previously in training mode it would only play the round 1 version of the music * Character Select * Updated character selected sound * Counter Hits * Decreased volume of counter hit "ding" sound * KO Hit Sequences * Fixed all instances of KO hit sequences that used soft knockdowns instead of hard * This fixes being able to quick rise after being KOed by certain moves * Input * Leniency * Decreased Dash from 8 to 4 (leniency coming out of dash) * Damage * Can now specify a secondary value for normal base damage * Similar to how CH / Block damage can be specified, allows the base damage of an attack to be able to be defined as a composite of values * Base Normal Damage = Normal Damage + Extra Normal Damage * Most of the time it will just be the Normal Damage (Extra = 0) * Can allow tying an attacks damage to a generic damage value (ie, Damage_Light_Airborne instead of just "20") but also allow defining an extra variance * Useful if we want an attack to be like Damage_Light_Airborne + 10, so that if the base value changes it can still affect things that want to reference it (like an offset) * Could expand on this into the future with a more generic "CompositeDamage" system that just contains a list of values / references * Values * Added Damage_Light_Airborne (20) * Added Damage_Medium_Airborne (40) * Added Damage_Heavy_Airborne (60) * Added Damage_ScaleIncrease (1.15) * Added Damage_ScaleDecrease (0.85) * Battle Camera * Fixed a bug that would enable depth of field during rollback, even if it was disabled in the settings. * This would definitely cause issues on machines that are struggling to maintain framerate and had DOF disabled, and cause more framerate drops specifically in super freeze / command grabs * Collision Box Controller * Changed collision logic so that when a grab happens, all other collisions (projectiles) are discarded * This fixes an issue where a grab from one character and a projectile from the other could collide on the same frame, causing the grabbing character to be hit and the character being grabbed to be held * Move Controller * Moves now have their start frame assigned from the gameplay controller's simulation frame, rather than their entity's current frame * This fixes an issue with projectiles not setting their start frame correctly when using for the first time, which was causing them to not work correctly with the juggle value * Mainly fixes Agent-G EX.Fireball xx DTC -> EX.Fireball not removing juggle value correctly on the first fireball
Punch Planet - Early Access - Sector-K Games


Version 0.3 of Punch Planet is now released! With this update comes our sixth character Maxx, the Froggy Bouncer, who is our first charge character to appear in the game. Along with him, there are some small changes for the other characters, visual changes to some universal mechanics (Quick Rise / Counter Hits), improvements to the input system, new music, and more optimizations to the engine like always.



https://youtu.be/EH4UaYv6GZ0

Maxx
Maxx is a big-body brawler with solid hit confirms, a sneaky command grab, and big beefy attacks.

Hook Swing
Input: (charge)Backwards -> Forwards + Punch
  • Light version is the fastest but allows the least amount of follow-ups
  • Medium version is slower but gives more options on hit
  • Heavy version causes a hard knockdown but is hard to combo into
  • EX version has two hits, first hit keeps standing and second hit launches
  • All versions are cancellable into SUPER and DTC
  • All versions gain armor when Maxx is buffed into the air for many followups
https://youtu.be/OZfSocWI-v4

Ground & Pound
Input: (charge)Backwards -> Forwards + Kick
  • Normal versions vary in distance and speed
  • EX version is very close range and fastest
  • All versions gain armor when Maxx is buffed
  • All versions can cancel last hit into DTC (follow-up into an OTG attack)
https://youtu.be/GMGFhu6kk6g

Horny Toad
Input: (charge)Down -> Up + Punch
  • Light version is low range
  • Medium version is farther
  • Heavy version is long range
  • EX version has armor on frame 1 (reversal)
  • All versions gain armor when Maxx is buffed
  • Cannot cancel into SUPER or DTC
https://youtu.be/52wqLSXo66Y

Buff-U
Input: Half-Circle-Backwards (HCB) + Kick
  • Gain a temporary buff that gives armor to the next used special attack (Hook Swing, G.A.P, Horny Toad)
  • Buff is removed after using one of the above moves
  • Buff is removed when hit (not on block)
  • L / M / H versions are identical
  • EX version throws the bottle as a low-damage projectile
  • All versions are cancellable into DTC
https://youtu.be/R-Tzfz71o-0

Last Call
Input: (charge)Backwards -> Forwards -> Backwards -> Forwards + Punch
  • There are two versions, one when buffed and one when not buffed
  • Costs 2 EX-bars
  • Normal version is a multi hit
  • Buffed version is single hit, faster and does more damage
https://youtu.be/yGByu2P1IAU

Happy Hour
Input: Triggers automatically at full EX-meter
  • Gains Buff-U buff until the end of the round
  • Also gains armor on grounded heavy attacks (St.HP / Cr.HP / St.HK / Cr.HK)
  • Meter is fully removed at the end of the round (stays full after activation, starts at zero next round)
  • Advantage is net-zero when activated (same advantage after activation as before)
https://youtu.be/hoJ7PJ-RJ6o

Music
We've added selectable music for Dog, Agent-G, and Maxx

Counter Hits
Counter hits have been visually improved a bit. When players are counter hit, they will now flash red, a unique sound is played, and the camera is shaken a bit. These changes should help distinguish the CH situation and make it easier for players to recognize.

Quick Rise
Similar to counter hits, when a player quick rises they will now flash blue. This should also help the situation become more apparent when it happens.

Input
Fixed a bug that was causing specials to not trigger, when holding a lower button.

Game Effects
Some optimizations and improvements to objects that use the game effect logic (basically anytime there is a visual effect use with a move). These are now much easier to use on our end and should be more performant when rolling back (faster and more consistent).

Full change-log
Punch Planet - Version 0.3.1.a * Characters * Maxx * Maxx is now available * General * Body Type: Big * Health: 1050 * Damage Scale: 0.95 * Meter Scale: 0.95 * Jump: 42f * Dash Forward: 20f * Dash Backward: 22f * Walk Forward speed (Normal): 0.2 * Walk Backward speed (Normal): 0.14 * Walk Forward speed (Buffed): 0.16 * Walk Backward speed (Buffed): 0.1 * Normal Attacks * St.LP * Startup: 5f * Keeps standing against grounded * Resets against airborne * Hits mid * Longest range light attack * Cancellable into specials and supers * Chains into St.LP / Cr.LP * Links into St.LK / Cr.LK / St.MP / Cr.MP * Cancels into LP.HookSwing * Hit Advantage: * Link: [+7, +8] * CH Advantage: * Link: [+9, +10] * Block Advantage: * Link: [+2, +3] * Cr.LP * Startup: 4f * Keeps standing against grounded * Resets against airborne * Hits mid * Fastest light attack * Cancellable into specials and supers * Chains into St.LP / Cr.LP * Links into St.LK / Cr.LK / St.MP / Cr.MP * Cancels into MP.HookSwing * Hit Advantage: * Link: [+7, +8] * CH Advantage: * Link: [+9, +10] * Block Advantage: * Link: [+2, +3] * Jp.LP * Startup: 7f * Keeps standing against grounded * Resets against airborne * Hits high * Far hit box * St.LK * Startup: 6f * Keeps standing against grounded * Resets against airborne * Hits mid * Low hit stun and block stun * Cancellable into specials and supers * Cancels well into LK.GAP * Hit Advantage: * Link: [+1, +2] * CH Advantage: * Link: [+3, +4] * Block Advantage: * Link: [-2, -1] * Cr.LK * Startup: 5f * Keeps standing against grounded * Resets against airborne * Hits low * Cancellable into HappyHour * Links into Cr.LP * Hit Advantage: * Link: [+4, +6] * CH Advantage: * Link: [+6, +8] * Block Advantage: * Link: [+0, +2] * Jp.LK * Startup: 7f * Keeps standing against grounded * Resets against airborne * Hits high * Crosses up * Close hit box, low block stun * St.MP * Startup: 7f * Keeps standing against grounded * Resets against airborne * Hits mid * Decent range * Very good on hit and block * Cancellable into specials and supers * Links into St.LP / Cr.LP / St.LK / Cr.LK / St.MP / Cr.MP * Cancels into MP.HookSwing * Hit Advantage: * Link: [+6, +8] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * CH Advantage: * Link: [+9, +11] * DTC -> Attack: +13 * DTC -> Forward Dash: +1 * Block Advantage: * Link: [+2, +4] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * Fw.MP * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits mid * Forward moving * Cancellable into HappyHour * Links into St.LP / Cr.LP / Cr.LK * Hit Advantage: * Link: [+5, +8] * DTC -> Attack: +7 * DTC -> Forward Dash: -5 * CH Advantage: * Link: [+8, +11] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * Block Advantage: * Link: [-1, +2] * DTC -> Attack: +1 * DTC -> Forward Dash: -11 * Cr.MP * Startup: 6f * Keeps standing against grounded * Resets against airborne * Hits mid * Cancellable into specials and supers * Good range * Good anti-air * Cancels into MP.HookSwing * Hit Advantage: * Link: [+2, +4] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+5, +7] * DTC -> Attack: +12 * DTC -> Forward Dash: +0 * Block Advantage: * Link: [-3, -1] * DTC -> Attack: +4 * DTC -> Forward Dash: -8 * Jp.MP * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits high * Crosses up * St.MK * Startup: 9f * Keeps standing against grounded * Resets against airborne * Resets against knocked down opponents (OTG) * Hits low * Good range * Cancellable into supers * Hit Advantage: * Link: [+2, +7] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+5, +10] * DTC -> Attack: +12 * DTC -> Forward Dash: +0 * Block Advantage: * Link: [-1, +4] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * Cr.MK * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits low * Very good range * Cancellable into supers * Hit Advantage: * Link: [+2, +4] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+5, +7] * DTC -> Attack: +12 * DTC -> Forward Dash: +0 * Block Advantage: * Link: [-2, +0] * DTC -> Attack: +5 * DTC -> Forward Dash: -7 * Jp.MK * Startup: 7f * Keeps standing against grounded * Juggles against airborne * Hits high * Really good air to air * St.HP * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits mid * Cancellable into supers * Good neutral button * Gains armor while in HappyHour * Hit Advantage: * Link: [+1, +2] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * CH Advantage: * Link: [+5, +6] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * Block Advantage: * Link: [-4, +3] * DTC -> Attack: +1 * DTC -> Forward Dash: -11 * Fw.HP * Startup: 19f * Keeps standing against grounded * Spikes (hard knockdown) against airborne * Hits high (overhead) * Cancellable into HappyHour * Gains armor while in HappyHour * Hit Advantage: * Link: [+2, +4] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * CH Advantage: * Link: [+5, +7] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * Block Advantage: * Link: [-7, -5] * DTC -> Attack: -3 * DTC -> Forward Dash: -15 * Cr.HP * Startup: 9f * Hard knockdown against grounded and airborne * Hits low * Very long range * Cancellable into HappyHour * Gains armor while in HappyHour * Block Advantage: * Link: [-14, -11] * DTC -> Attack: -1 * DTC -> Forward Dash: -13 * Jp.HP * Startup: 11f * Keeps standing against grounded * Spikes against airborne (soft knockdown) * Hits high * Good hit / block stun * Hit box can hit very ambiguously * St.HK * Startup: 12f * Keeps standing against grounded * Spikes against airborne (soft knockdown) * Cancellable into supers * Gains armor while in HappyHour * Hit Advantage: * Link: [+1, +5] * DTC -> Attack: +5 * DTC -> Forward Dash: -7 * CH Advantage: * Link: [+5, +9] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * Block Advantage: * Link: [-3, +1] * DTC -> Attack: +1 * DTC -> Forward Dash: -11 * Cr.HK * Startup: 12f * Hits low * Juggles against grounded / airborne / knocked down (OTG) * Block Advantage: * Link: [-6, -5] * DTC -> Attack: +5 * DTC -> Forward Dash: -7 * Jp.HK * Startup: 12f * Keeps standing against grounded * Juggles against airborne (soft knockdown) * Hits high * Most hit / block stun * Special Attacks * Hook Swing * Input: (Charge)Backward -> Forward + Punch * Forward moving swing attack * Normal versions have zero juggle value * L * Startup: 17f * Comboable from St.LP / Cr.LP / St.LK / St.MP / Cr.MP * Keeps standing * Least range * Least active frames * Least combo-ability * Least punishable * Hit Advantage: * Link: [+2, +6] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * CH Advantage: * Link: [+6, +10] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * Block Advantage: * Link: [-6, -2] * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * M * Startup: 21f * Comboable from Cr.LP / St.MP / Cr.MP * Keeps standing * More active frames * Farther range * More punishable * Good follow-ups from DTC * Hit Advantage: * Link: [+2, +9] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+6, +13] * DTC -> Attack: +13 * DTC -> Forward Dash: +1 * Block Advantage: * Link: [-9, -2] * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * H * Startup: 25f * Comboable from Counter-Hit St.MP or Counter-Hit Cr.MP * Causes a hard knockdown * Block Advantage: * Link: [-10, -2] * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * EX * Startup: 17f * Two hits * Hit 1 * Keeps standing * Good comboability * Can DTC into St.MP -> Cr.MP xx Whatever * Hit Advantage: * DTC -> Attack: +7 * DTC -> Forward Dash: -5 * CH Advantage: * DTC -> Attack: +11 * DTC -> Forward Dash: -1 * Block Advantge: * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * Hit 2 * Launches * Can be ATC'd (parried) if first hit is blocked * Great comboability * Links into Cr.HP, Cr.HK (corner only), EX.HornyToad (knockdown), Cr.MP (reset), Buff-U (safe) * DTC into many things * Block Advantage: * Link: [-9, -7] * DTC -> Attack: +4 * DTC -> Forward Dash: -8 * Ground And Pound (G.A.P) * Input: (Charge)Backward -> Forward + Kick * Forward moving command grab * Lands only on grounded opponents * Collides with hurt boxes (not grab boxes like normal grabs) * All versions have 45f of recovery on whiff * L * Startup: 21f * Least range * Least damage * Fastest version, best to tick into * Really good to cancel from St.LK * M * Startup: 31f * Medium range * Medium damage * Best version for cancelling into from St.MP / Cr.MP * H * Startup: 46f * Long range * Most damage * Very risky but should hit from most anywhere * EX * Startup: 8f * Very fast * Very low range * Extremely strong when buffed (+ Armor) * All Versions * Last hit on success can be DTC'd, can followup with St.MK or Cr.HK * Horny Toad * Input: (Charge)Down -> Up + Punch * All versions grab invincible * All versions invincible to airborne strike attacks once leaving ground * All versions cause a soft knockdown * L * Startup: 7f * Leaves ground on frame 5 * M * Startup: 9f * Leaves ground on frame 7 * H * Startup: 11f * Leaves ground on frame 9 * EX * Startup: 7f * Leaves ground on frame 5 * Has armor on frame 1 (reversal) * Buff-U * Input: HCB -> Any Kick * Gives armor to Hook Swings, G.A.P, and Horny Toad * Reduces walk speed * Buff is lost after using one of the above attacks, or by getting hit * L / M / H versions are identical * EX version throws bottle as projectile * Can be DTC'd * Super Attacks * Last Call (Non-Buffed) * Input: (Charge)Backward -> Forward -> Backward -> Forward + Punch * Costs 2EX * Startup: 10f * Last Call (Buffed) * Input: (Charge)Backward -> Forward -> Backward -> Forward + Punch * Costs 2 EX * Startup: 5f * More damage, better comboability * Happy Hour (Install) * Triggers automatically when at full EX meter * Lasts until the end of the round * Gains Buff-U + Armor on heavy attacks * Roy * Moves * Throw Backward * Fixed second hit removing juggle value * Cr.MK * Extended hit box right from 7.25 to 7.35 * Extended hurt box right from 6.8 to 6.9 * Headbutt * All Versions * Proximity x position now follows animation and adjusted range * Cid * Moves * St.MP * Fast Version * Increased juggle value from 2 to Juggle_Reset (3) * Cr.MK * Decreased active frames from 5 to 3 * Increased followthrough frames from 10 to 12 * Hit Advantage: * Link: [+4, +8] => [+4, +6] * CH Advantage: * Link: [+7, +11] => [+7, +9] * Block Advantage: * Link: [+3, +7] => [+3, +5] * Jp.MP * Fast Version * Increased juggle value from 2 to Juggle_Reset (3) * St.HP * Fast Version * Increased juggle value from 1 to Juggle_Reset (3) * Knife Rush * All Versions * Proximity x position now follows animation and adjusted range * Dog * Moves * Run -> Followups * All Versions * Proximity x position now follows animation and adjusted range * Super Run * Increased base damage on block from 0 to 15 * T.Yara * Moves * Shield Charge * All Versions * Proximity x position now follows animation and adjusted range * L / M / H * Now cause soft knockdown * EX * Increased followthrough state frames from 11 to 13 * Increased recovery state frames from 5 to 7 * Increased wall bounce y-velocity from 0.6 to 0.625 * Block Advantage: * Link: [-14, -6] => [-18, -10] * Agent-G * General * Energy FX now show on the clone (DTC, EX, etc) * Fixed some of his resets referencing the wrong character's reset hit sequence data * Moves * St.MP * Decreased followthrough state frames from 9 to 8 * Decreased hit stun from 23 to 22 * Hit Advantage: * Link: [+8, +11] (unchanged) * DTC -> Attack: +9 => +8 * DTC -> Forward Dash: -1 => -2 * CH Advantage: * Link: [+11, +14] (unchanged) * DTC -> Attack: +12 => +11 * DTC -> Forward Dash: +2 => +1 * Decreased block stun from 15 to 14 * Block Advantage: * Link: [+0, +3] (unchanged) * DTC -> Attack: +1 => +0 * DTC -> Forward Dash: -9 => -10 * Cr.MK * Extended hit box right from 7.25 to 7.5 * St.HP * Added ground impact fx * Added camera shake * Cr.HP * Extended first hit box right from 4.0 to 4.25 * Lunar Disk (Projectile) * L / M / H * Increased base damage from 30 to 35 * Effective damage increased from 45 to 53 * EX * Increased both hits base damage from 20 to 25 * Effective damage increased from 60 to 76 * Crescent Splits * All Versions * Proximity x position now follows animation and adjusted range * Crescent Kicks * All Versions * Reduced grab invincible frames to [1, 6] * Now covers only the grounded frames * Counter Hits * Added a list of actions that will be executed when a counter hit is landed * Added red shader flash action * Added camera shake action * Added sound action * Quick Rise * Added blue shader flash * Music * Added Dog theme * Added Agent-G theme * Added Maxx theme * Input * Fixed a bug when checking if a trigger was input (button press) that could cause the check to prematurely return false before checking all possible buttons * This could be seen when holding a button (say, MP) and trying to input a super with a higher priority button (HP) * The trigger for "AnyPunch" was defined as "LightPunch" or "MediumPunch" or "HeavyPunch". The input check in the above case would get to the MediumPunch, have it fail because it's being held (not triggered), then fail the whole input instead of checking HeavyPunch * Game Effects * Fixed game effects not being correct for a frame when refreshing their state (roll back / refresh in training) * Some optimizations made when refreshing state * Refactored how game effect data is stored and used by moves so that it uses the action system * Much easier to use and less data needs to be adjusted / tracked * Some possible performance gains * Some visual fx might look slightly different, converting over was a manual process and there was 300+ instances * Actions * Added Create Game Effect action * Added Remove Game Effect action * EX Meter UI * No longer uses a mask for creating the bars * Now uses an actual image of four bars * This looks better and fixes an issue that caused the ui to look wrong when on top of a character model (because of how we do the character layering) * Values * Added Vector3 value and reference data
Punch Planet - Early Access - Sector-K Games

Version 0.2.3.a is now live! This update is our main patch before we take the game to EVO this year. We wanted to make sure and get it out a little bit ahead of the event so you have a chance to absorb some of the changes before the side tournament. The changes contain universal game-play adjustments, input system improvements, some small character changes, and some general engine features and optimizations.

Full change log can be found at the bottom of this post.

EX Special Moves
Added a visual clone effect to all EX moves (similar to the DTC / JTC clones), should help add a bit more flair to these attacks and give a bit more visual feedback to what's happening.

T-Meter
There's been a slight reduction in how fast the T-Meter is gained, from about 15.88 seconds to 16.66 seconds. Should make usage of T-Meter slightly more precious.

Throws
The input priority on throws has been put in front of special moves, instead of behind. This means that if you input a special attack and throw at the same time, throw will now come out instead of the special. This should improve the neutral game when trying to play footsies while buffering specials, and then decide to go for a throw. Generally shouldn't be an instance where you need to press both throw buttons (LP + LK) when going for a special move.

Priority Trades
Prority trades have been removed from the game. When two enemy attacks hit at the same exact time, previously it would check which attack was "stronger" (light < medium < heavy < special) and if one was greater than the other, that attack would beat the lower strength attack ("Priority Trade"). Removing this means that those two attacks will now always trade (both attacks hit and both characters take damage). This opens up a lot more possibilities for trades and trade-specific combos.

Armor Priority
We've added an Armor Priority system. Rather than moves having armor or not, and having moves that can break armor, there is now a value system in place. All moves now have a value for defensive armor priority and all hits have a value for offensive armor priority. When a move with armor is struck, it now checks these values against each other. If the attacker's armor value is greater than the defender's, it will break. In general, the types are now: Normal < Special < EX Special < Super. Because of this, things like T.Yara's St.HP will now lose to special attacks (only absorb normals) and Roy's HK.Headbutt will lose to EX Specials (only absorb normals + specials).

Jumps
The hurt boxes when jumping have been adjusted in a few ways:
  1. The lower hurt box is no-longer active during Empty Jumps / JTC. This will make anti-airing empty jumps slightly harder from below.
  2. The amount that the width of the hurt boxes is reduced by has been decreased from 1.5 to 0.75. This means that it extends slightly more forward, and should be slightly easier to anti-air from in front.
  3. The lower hurt box is no-longer considered projectile invincible. Doesn't affect empty jumps because it has no lower hurt box.

Juggles
There is a slight reduction to how far down the juggle hurt boxes reach, retracted from 1.0 to 1.5. With how far it extended before, it sometimes looked a bit strange hitting people with certain attacks. Should not affect any combos but maybe some very high resets.

Resets
Resets have had their juggle value increased quite a bit, from 0 to 3. Previously, with a zero value, any juggle could combo into a reset as long as the move actually hit. With a value of three, this greatly reduces the amount of combos that can end in a reset. We want to make these situations a bit more rare and require a bit more investment by the player, because they will need to be done earlier in combos instead of an afterthought put on the end. Resets are incredibly strong and hopefully this requires that the player put in a bit more of an investment to go for them (reduced guaranteed damage).

Big Body
The big body type (T.Yara) hurt boxes have had their widths slightly reduced.
  1. Crouching: [-3.05, 3.05] to [-2.9, 2.9]
  2. All others: [-2.75, 2.75] to [-2.6, 2.6]
This brings them closer in line with the standard width (Roy, Cid, Agent) and should reduce the amount of big-specific combo possibilities.

Camera
Some changes to how the camera moves horizontally have been made, it should move slightly slower left and right, and average it over more frames. This should help make the action a bit more clear and consistent even when there's a lot of movement going on.

Damage
Slight reduction of global damage scale from 1.75 to 1.7, wanted to decrease damage across the board a tiny bit.

Hit Stop
Hit stop has been slightly reduced for most attacks, quite a bit for heavy attacks, and increased for supers. Whenever we make performance improvements to the engine, we like to take a look at the hit stop and how it affects the pace of the game. These changes should quicken the pace up a bit.

Push Back
Push back has changed by changing how many frames it takes for the push back to complete when characters are hit. Previously, this took into account how much hit stop the attack had. Since changing this value can affect combos working (pushed back faster or slower), having it tied to hit stop wasn't a good idea. This is now a static value, so all attacks will use the same amount of frames when applying push back. Push back should feel more consistent because of this.

Input Improvements
Lots of improvements have been made to the input system and how it processes move input. Special moves should feel faster, more consistent, and snappier than before, especially when players are crossing each other up. Details on these are in the change log.

Thanks for the continued support, Maxx is coming soon! See you at EVO!

Full changelog:
Punch Planet - Version 0.2.3.a * Characters * All Characters * EX Moves * All EX moves now spawn a visual clone * JTC * Landing (Both empty and attack) * Fixed bug where these moves were not setting their y-velocity to zero * It wasn't affecting their engine position but if you cancelled these straight into a move with a lot of y-animation movement, would cause some issues with their positioning. * Most noticeable with G-Agent JTC (empty) -> HK.CrescentSplits, would cause the splits to not go as high. * Jump (Empty) / JTC (Empty) * Disabled lower hurt box * This was the projectile-invincible hurt box * Throws * Throws now take input priority over specials * ie, if you do QCF + LP + LK with Roy, you will get throw instead of headbutt * Generic * Collision Boxes * Decreased EmptyJump_HurtBox_Extend_Right from 1.5 to 0.75 * All Body Types * Airborne * Lower hurt box no longer invincible to projectiles * Juggle * Retracted hurt box bottom from 1.0 to 1.5 * Big Body * Retracted standing / airborne / juggle / knockdown hurt box width from [-2.75, 2.75] to [-2.6, 2.6] * Retracted crouching hurt box width from [-3.05, 3.05] to [-2.9, 2.9] * Roy * Moves * Jumps * Decreased y-velocity from 0.71 to 0.66 * Decreased y-acceleration from 0.035 to 0.0325 * Cr.LP * Extended hit box right from 5.0 to 5.1 * Cid * Model * Updated model * Moves * Jumps * Decreased y-velocity from 0.71 to 0.66 * Decreased y-acceleration from 0.035 to 0.0325 * Cr.MP * Changed juggle value from 2 to JuggleValue_Reset * St.MK * Changed juggle value from 1 to JuggleValue_Reset * Cr.MK * Changed juggle value from 1 to JuggleValue_Reset * Jp.MK * Changed juggle value from 1 to JuggleValue_Reset * Cr.HP * Fast Version * Decreased block stun from 20 to 18 * Block Advantage: * Link: [+1, +2] => [-1, +0] * DTC -> Attack: +6 => +4 * DTC -> Forward Dash: -3 => -5 * Knife Rush * M * Increased startup states x animation movement scale from 1.5 to 1.65 * Grenades (Move) * All Versions * Increased projectile spawn position x from 3.0 to 3.5 * Grenades (Projectile) * All Versions * Retracted hit box width from [-1, 1] to [-0.5, 0.5] * EX * Retracted second hit box width from [-1.75, 1.75] to [-1.25, 1.25] * TYara * Moves * Cr.HP * Both Versions * All startup states now considered standing instead of crouching * Jp.HP * Increased juggle value from 0 to 1 * Dog * Moves * Jumps * Decreased active frames from 46 to 42 * Increased x velocity from 0.2 to 0.22 * Decreased y velocity from 0.64 to 0.59 * Cr.MK * Decreased startup state frames from 7 to 6 * Run -> Leap Strike * Normal Version * Decreased animation x movement scale from 0.6 to 0.5 * Both Versions * Retracted hit box right from 5.0 to 4.5 * Extended hit box bottom from 2.0 to 1.25 * Removed extended hurt box * Agent-G * General * Name changed from G-Agent to Agent-G * Moves * Jumps * Decreased y-velocity from 0.71 to 0.66 * Decreased y-acceleration from 0.035 to 0.0325 * St.MP * Now special cancellable * Now super cancellable * Decreased followthrough state frames from 12 to 9 * Decreased recovery state frames from 4 to 3 * Decreased hit stun from 27 to 23 * Decreased block stun from 19 to 15 * Hit Advantage: * Link: [+8, +11] (unchanged) * DTC -> Attack: +13 => +9 * DTC -> Forward Dash: +3 => -1 * CH Advantage * Link: [+11, +14] (unchanged) * DTC -> Attack: +16 => +12 * DTC -> Forward Dash: +6 => +2 * Block Advantage: * Link: [+0, +3] (unchanged) * DTC -> Attack: +5 => +1 * DTC -> Forward Dash: -5 => -9 * Extended hit box right from 4.5 to 4.65 * Cr.HP * Decreased startup state frames from 6 to 5 * Increased active state frames from 2 to 3 * Decreased followthrough state frames from 18 to 17 * Hit Advantage: * Link: [-1, +0] => [-1, +1] * CH Advantage: * Link: [+3, +4] => [+3, +5] * Block Advantage: * Link: [-8, -7] => [-8, -6] * Retracted first hit box right from 4.6 to 4.0 * Meter * T-Meter * Decreased meter gained per frame from 1.05 to 1.0 * T-Meter per charge = 1000 * Time per charge: * frames: 953f => 1000f * seconds: ~15.88s => ~16.66s * Juggles * Refactored juggle data into it's own class rather than being a few values on hit groups * More structure, allows for copying / pasting * Also refactored so that the juggle value and juggle remove value are IntValueData instead of straight ints * Allows things to reference the same value * Added int JuggleValue_Reset * Converted all moves that cause reset to reference the above value * Previous values were almost all zero (can always hit) * Increased JuggleValue_Reset from 0 to 3 * All resets are now juggle value = 3 * Fixed a bug that caused juggle value not to decrement if when the second hit of a multi-hit launches and the first hit does not * Camera * Decreased wall padding from 8.5 to 8.25 * Main Object (Eye Position) * Increased x average position from 15 to 20 * Decreased x drag from 0.5 to 0.3 * Decreased y position from 4.1 to 4.0 * Target Object (Look Position) * Increased x average position from 15 to 20 * Decreased x drag from 0.5 to 0.3 * Decreased y position from 6.4 to 6.1 * Damage * Decreased global damage scale from 1.75 to 1.7 * Hit Stop * Decreased Medium from 12/20 to 11/19 * Decreased Heavy from 14/20 to 11/19 * Decreased Special from 12/20 to 11/19 * Increased Super from 15/20 to 17/20 * Increased Roy_Gunshot from 10/18 to 11/19 * Push Back * Added new PushbackType = "StaticValue" * Can supply a set value that all moves use when calculating how many frames the push back uses * Changed PushbackType from FreezeFrames (HitStop) to StaticValue * Set to 24 frames * This change is mainly to de-couple push back from hit stop and use a value close to what it was * If I change hit stop in the future this will remove a possibility of affecting combos * Priority Trading * Removed all priority trade logic * Previously, when a trade happened, it would check against the two move's attack strength. If one was greater than the other, that attack would win (Priority Trade) * Removing this means that any attacks that hit on the same frame will now always trade, regardless of the attack strength * This opens the door for many more trade situations and definitely more chances for trade-specific combos * Input * Sequence check now starts on the frame that the triggering button was hit, instead of just the most recent frame * This fixes an issue with leniency, where the player could trigger a special move when hitting the button before finishing the sequence * ie, input: Punch -> Down -> DownForward -> Forward could sometimes trigger a QCF special even though the sequence was input after the button * Should make it slightly harder to get specials from cancels / leniency, but if those specials were coming out before they were fradulent input * Adjusted sequence check so that it cuts off correctly at the frame it was previously completed * Previously, depending on the amount of leniency, could allow inputs from the previous sequence to count towards the same sequence used shortly after * Most noticeable when dashing forward a lot, could trigger two dashes with only three forward inputs (should require four) * Adjusted trigger check so that it tracks the last frame any trigger was input (buttons), not each individual trigger * This makes it so that the input check for triggers is cut off when it gets to the last frame something was triggered * Previously would be able to check past that point as long as it was a different button * Most noticeable situation is pressing two buttons right before landing, you could trigger the higher attack in the air -> land -> trigger the lower attack after landing, even though both buttons were pressed on the same frame * Should be more performant as well * Added input type "OrientationChange" * This gets added to the input each frame whenever the player has switched direction (left/right) * Should make auto correcting specials (especially charge moves) more difficult because the sequence will need to be input correctly before / after crossing up * Added support to sequences to allow specifying nullify inputs between specific input-nodes in the sequence * Mainly used with the above orientation flag to check for cross-ups * ie for the sequence "QCF": * Required = Down -> Down Forward -> Forward * Actual Input = Down -> Down Forward + OrientationChange -> Forward * This will result in the sequence failing * Should mean that auto corrects are more consistent and that the motion must be done before the cross-up * Added a secondary input queue that stores inputs as oriented (on right side of the screen, left direction on stick = "Forward") * Normal input queue is stored as raw controller input * Sequences can now choose which input queue they use when being checked * Sequences with direction specific inputs use the oriented input queue (DP, QCF, HCB, etc) * Sequences like SPD will still use the non-oriented input queue * Main reason for this is because when you are jumping over someone while inputing this move, it shouldn't get messed up just because the orientation changes * Advantage of this is that it doesn't need to be converted when checking for inputs, only once when it's assigned. Should be much more performant * Removed tracking of each frame's direction (left / right) * This was previously used to convert previous frames to their correct orientation when iterating through the input queue * Since the input is now stored oriented + orientation change flag, this is no longer needed. * Fixed an issue with checking sequences that would alter the desired amount of frames required after the final input of the sequence * ie, QCF could be set to allow 6 frames between the last input and when the button can be pressed, but could actually be granting 12 frames * Mainly happened from leniency * Standardized all special moves to use the same value reference for amount of frames between last input and button trigger * Set to 10 * Added leniency when coming out of super freeze * Set to 5 additional frames * Should make it much easier to reversal * If you don't parry supers now then you need to git gud * Sequences * QCFx2 / QCBx2 * Adjusted valid input sequence to be: * Any_Down + !Down_Forward => * Down_Forward => * Any_Forward + !Any_Down => * Any_Down + !Any_Forward => * Any_Forward + !Any_Down * Previously required to start with a down input (not a down_backward) * QCF / QCB * Consolidated normal and shortcut version to be a single sequence * Valid input is now: * Any_Down + !Down_Forward => * Down_Forward => * Any_Forward + ~Any_Down * Leniency * Decreased HitCancel_Normal from 20 to 4 * Increased HitCancel_DoubleTap from 4 to 6 * Decreased DTC_Attack from 16 to 8 * This is the leniency for attacking after performing a dtc * Character Shader * Added support for a secondary texture * Added support for toggling between main / secondary textures * Actions * Added functionality for supplying actions with requirements * When trying to execute an action, it must now pass all assigned requirements * Added Shader Flash Action * Replaces old functionality for applying shader flash * Added Camera Zoom Action * Replaces old functionality for applying camera zoom (supers) * Added Camera Shake Action * Replaces old functionality for applying camera shake (wall impacts, ground impacts, some attacks) * Added Clone Spawn Action * Replaces old functionality for spawning clones (supers, dtc, atc, jtc) * Added Super Modifier Actions * Activate / Deactivate actions * Replaces old super modifier activation logic (Cid install) * Added Character Shader Secondary Texture Toggle actions * Added Sound RTPC actions * These can be used to set RTPC values on characters * Armor * Added support for specifying how damage is applied when absorbing hits: * Types: * None: old functionality * White: recoverable health (not implemented yet) * Raw: raw damage * White and raw can specify a damage scale * Added armor priority system * This replaces the old functionality for breaking armors (supers) * Each move with armor now supplies a value associated with it's priority * Each attack can also associate a priority value for its hits * Current values: * None = 0 * Normal = 1, * Special = 2, * Special_EX = 3, * Super = 4 * When an attack hits a move with armor active, it will check against these values to see if the armor was broken or not * If (attackerArmorPriority > defenderArmorPriority) armorIsBroken = true * Some changes under the new system: * T.Yara St.HP armor will now lose to specials / EX specials (+ supers) * T.Yara Normal.ShieldCharge will lose to EX specials * Roy HK.Headbutt armor will now lose to EX specials (+ supers) * Super Modifiers (Install Supers) * Added functionality for specifying actions that happen when a super modifier is activated and deactivated * Added functionality for deactivating a super modifier "functionally" before going through the complete deactivation * This will treat super modifiers as "inactive" in the context of checking against it, but it will not call the deactivation actions until it fully deactivates * Training Mode * When loading / restarting, TC and EX meter now start based on their settings * Normal: starts at zero * Refill: starts at zero -> refills * Infinite: starts max * When closing pause menu, no longer auto refreshes all meter regardless of settings * Projectiles * Projectiles can now have their x positions clamped to the stage and supply an offset to use * Adjusted hit collision logic when a player lands a character hit and projectile hit on the same frame * Previously, the character hit would be applied first, then the projectile hit * This caused issues when something like a sweep hits on the same frame, they'd be swept but then the projectile would keep them standing * Now, the projectile collision will be disregarded and checked again on the next frame * Animation Controller * Delayed the execution of calculating the global animation positions (engine position + local animation position) until after the engine position has been calculated * This could cause any moves that use animation movement to be off by a frame position-wise * Music * Added functionality for choosing different music when selecting a stage * Values * Refactored all value data so that the different types derive from a shared base instead of being their own things (Ints, Floats, Strings, etc) * Benefit of this is more reusable code and more extendable * Reason it wasn't like this from the beginning was it's tricky to use with serialization and the editor * Refactored all move state frames values to use the generic int value data * Previously had it's own class but it was just redundant
Punch Planet - Early Access - Sector-K Games
Galactic Citizens,

We're removing the options when launching the game from steam, but the functionality will still be available by adjusting the launch options in the game's properties. The game will now default to the DX11 Exclusive launch version.

Fullscreen Type

Exclusive Fullscreen: -window-mode exclusive
* When the game is fullscreen, allows the GPU to take full control of the window
* Generally better performance when fullscreen
* No forced v-sync
* Has issues with alt-tabbing in DX11

Borderless Window: -window-mode borderless
* When the game is fullscreen, windows retains control of the window
* Faster / easier alt-tabbing
* Smoother due to v-sync

Dirext-X Version

DX9: -force-d3d9
* Should run better on older machines
* Will probably be deprecated at some point in the future

DX11: -force-d3d11
* Generally better performance
Punch Planet - Early Access - Sector-K Games

Galactic Citizens, Sector-K Games will be running an official Punch Planet Side Tournament at EVO2018. First place gets a custom PP Arcade stick by Jasens Customs. More info coming soon!

http://evo.shoryuken.com/

http://www.jasenscustoms.com/punch-planet-panzer-fight-stick-3i-whitesandtex#.WvmQ7LjijR8.twitter
Punch Planet - Early Access - Sector-K Games


Galactic Citizens, our next character addition Maxx is well underway. Here is the latest update on his punch normals.

Make sure you check out our Twitch channel where you can watch @PP_IAMLEE animating live. https://www.twitch.tv/punchplanetgame

Be sure to follow our other channels as well for all the latest Punch Planet updates.

Discord http://www.discord.gg/PunchPlanet

Twitch http://www.twitch.tv/Punchplanetgame

Twitter http://www.twitter.com/PunchPlanet

SoundCloud https://soundcloud.com/punchplanet

Instagram https://www.instagram.com/punchplanet/

Facebook https://www.facebook.com/PunchPlanet/

Patreon https://www.patreon.com/punchplanet

Follow our dev accounts

@PP_Willpower http://www.twitter.com/PP_Willpower

@PP_IAMLEE http://www.twitter.com/PP_IAMLEE

@8ighty6ix https://twitter.com/8ighty6ix

Jun 11, 2018
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.2.2.a Patch Notes

https://docs.google.com/document/d/1bz2xCRhC6oyH-g4H58DGrZ_gCiec_zNNrbcxWB0Ag0I/edit

0.2.2.a * General Changes * Backdash invincibility frames reduction * Various DTC input adjustments that should make cancelling into this to be a little more deliberate * Camera changed to a slightly more 2D feel * Standardized most character's attack's push back values to be the same between hit and block * Bunch of G-Agent adjustments * More information in attack flyup ui (in training) * Character shader adjustments * Lighting options * Some engine performance optimizations * Characters * All Characters * Moves * Dash Backward * Decreased invinciblity from frames [1, 8] to [1, 6] * DTC * Changed KaraType from Special to Normal * This fixes an issue where a double tap would not be overriden if a valid special move was input after it, but still in the cancel window. * ie, for the input with G-Agent: HP -> HITSTOP_START -> HP -> QCF.HP -> HITSTOP_END * Previous: DTC would come out * Now: Lunar disc will come out * Increased leniency for cancelling into dashes from 14 to 20 * JTC * Decreased x-velocity from 0.2 to 0.15 * Decreased y-velocity from 0.6 to 0.35 * Decreased y-acceleration from 0.043 to 0.025 * Retracted movement box bottom from 2.5 to 4.0 * Supers * Removed brief shader flash on the character when supers are used * G-Agent * General * Decreased damage scale from 0.925 to 0.9 * Decreased health from 925 to 900 * Moves * Walk Forward * Increased move speed from 0.2 to 0.24 * Walk Backward * Increased move speed from 0.15 to 0.17 * Jumps * Decreased y velocity from 0.76 to 0.71 * Decreased y acceleration from 0.0375 to 0.035 * Dash Forward * Updated animation * Increased animation x movement scale from 0.75 to 0.95 * Throw Backward * Now uses Throw hitstop instead of Medium * St.LP * Increased push back on hit from 2.0 to 2.25 * Increased push back on block from 2.0 to 2.25 * Increased followthrough state frames from 6 to 8 * Decreased recovery state frames from 4 to 2 * Extended hit box right from 4.25 to 4.5 * Cr.LP * Increased followthrough state frames from 6 to 8 * Decreased recovery state frames from 4 to 2 * St.LK * Airborne states now use standing hurt / move / grab boxes * Should no longer go over lows * Increased push back on block from 2.0 to 3.0 * Cr.LK * Decreased push back on hit from 2.25 to 2.0 * Increased push back on block from 1.75 to 2.0 * Retracted hit box right from 5.5 to 4.75 * Jp.LK * Retracted hit box top from 5.5 to 5.25 * Retracted hit box bottom from 3.25 to 4.0 * St.MP * Increased push back on block from 2.0 to 3.25 * Increased block stun from 18 to 19 * Block Advantage: * Link: [-1, +2] => [+0, +3] * Cr.MP * Increased push back on block from 2.0 to 2.5 * Increased followthrough state frames from 9 to 10 * Hit Advantage: * Link: [+6, +8] => [+5, +7] * CH Advantage: * Link: [+9, +11] => [+8, +10] * Block Advantage: * Link: [+2, +4] => [+1, +3] * St.MK * Now uses Body hit animations * Decreased grounded startup state frames from 8 to 6 * Increased airborne startup state frames from 6 to 8 * Increased push back on block from 1.75 to 3.5 * Decreased recovery state frames from 8 to 6 * Increased hit stun from 23 to 24 * Hit Advantage: * Link: [+1, +3] => [+4, +6] * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: -1 => +0 * CH Advantage: * Link: [+4, +6] => [+7, +9] * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: +2 => +3 * Block Advantage: * Link: [-3, -1] => [-1, +1] * DTC -> Attack: +5 (unchanged) * DTC -> Forward Dash: -5 (unchanged) * Fw.MK * Increased push back on block from 2.0 to 3.5 * Fw.MK Followup * Increased active state frames from 2 to 5 * Decreased followthrough state frames from 11 to 8 * Hit Advantage: * Link: [+2, +3] => [+2, +6] * CH Advantage: * Link: [+5, +6] => [+5, +9] * Block Advantage: * Link: [-5, -4] => [-5, -1] * Cr.MK * Updated animation * Extended hit box right from 7.0 to 7.25 * Increased push back on block from 2.0 to 3.0 * Jp.MK * Extended hit box top from 5.5 to 6.0 * Retracted hit box bottom from 4.0 to 4.5 * Extended hurt box top from 5.75 to 6.25 * Retracted hurt box bottom from 3.75 to 4.25 * St.HP * Increased push back on block from 2.5 to 4.5 * Extended hit box right from 6.75 to 7.0 * Cr.HP * Hit Box 1 * Extended hit box right from 4.5 to 4.6 * Hit Box 2 * Retracted hit box right from 4.5 to 3.5 * Extended hurt box right from 3.5 to 4.0 * Retracted hurt box top from 7.0 to 6.75 * Hit Box 2 * Increased push back on block from 2.0 to 4.0 * Decreased block stun from 17 to 16 * Block Advantage: * Link: [-7, -6] => [-8, -7] * DTC -> Attack: +3 => +2 * DTC -> Forward Dash: -7 => -8 * St.HK * Decreased juggle corner push back from 3.0 to 2.5 * Fw.HK * Increased push back on block from 1.75 to 3.5 * Cr.HK * Extended hit box right from 7.5 to 7.75 * Increased push back on block from 1.0 to 3.0 * Lunar Disc (QCF.P) * All Versions * Cancel into DTC now uses leniency HitCancel_DoubleTap_Projectile instead of Projectile_Cancel * 20f -> 8f * L / M / H * Charged Version * No longer moves all projectiles to "dead" list * This removes the ability to throw a charged version and then start another version while the projectile is still on screen * EX * 2nd Hit * Increased push back on block from 1.5 to 3.0 * Lunar Disc (Projectile) * L / M / H * Regular Version * Decreased active frames from 35 to 30 * Increased push back on hit from 1.5 to 2.5 * Increased push back on block from 1.5 to 2.5 * L * Regular Version * Decreaesd x-velocity from 0.35 to 0.3 * Increased x-acceleration -0.02 to -0.014 * This happens on frame 15 * H * Regular Version * Increased x-velocity from 0.45 to 0.5 * Crescent Splits (QCB.K) * L * Decreased block stun from 14 to 12 * Block Advantage: * Link: [-5, -3] => [-7, -5] * DTC -> Attack: +0 => -2 * DTC -> Forward Dash: -10 => -12 * M * Increased push back on block from 1.0 to 1.5 * Increased active state frames from 3 to 5 * Decreased followthrough state frames from 11 to 10 * Increased hit stun from 21 to 22 * Hit Advantage: * Link: [+5, +7] => [+5, +9] * DTC -> Attack: +7 => +8 * DTC -> Forward Dash: -3 => -2 * CH Advantage: * Link: [+8, +10] => [+8, +12] * DTC -> Attack: +10 => +11 * DTC -> Forward Dash: +0 => +1 * Block Advantage: * Link: [-3, -1] => [-4, +0] * DTC -> Attack: -1 (unchanged) * DTC -> Forward Dash: -11 (unchanged) * H * Increased push back on block from 1.0 to 2.0 * Increased active state frames from 6 to 7 * Increased followthrough state frames from 7 to 8 * Increased hit stun from 22 to 24 * Hit Advantage: * Link: [+7, +12] => [+7, +13] * DTC -> Attack: +8 => +10 * DTC -> Forward Dash: -2 => +0 * CH Advantage: * Link: [+10, +15] => [+10, +16] * DTC -> Attack: +11 => +13 * DTC -> Forward Dash: +1 => +3 * Increased block stun from 14 to 15 * Block Advantage: * Link: [-1, +4] => [-2, +4] * DTC -> Attack: +0 => +1 * DTC -> Forward Dash: -10 => -9 * EX * Increased push back on block from 1.0 to 2.0 * Increased base damage from 60 to 80 * Decreased knock down frames from 34 to 26 * Crescent Kick (DP.K) * All Versions * Now grants counter-hit advantage when hit during recovery * 1st Hit * Increased juggle x-velocity against grounded opponents from 0.15 to 0.2 * Increased corner push back from 2.5 to 3.5 * 3rd Hit * Decreased juggle y-velocity from 0.55 to 0.525 * L / M / H * Now fully invincible on frame 1 * L * 1st Hit * Increased base damage from 20 to 30 * 2nd Hit * Decreased base damage from 20 to 10 * 3rd Hit * Decreased base damage from 20 to 10 * M * 1st Hit * Increased base damage from 25 to 40 * 2nd Hit * Decreased base damage from 25 to 12.5 * 3rd Hit * Decreased base damage from 25 to 12.5 * H * 1st Hit * Increased base damage from 30 to 50 * 2nd Hit * Decreased base damage from 30 to 15 * 3rd Hit * Decreased base damage from 30 to 15 * EX * Decreased juggle value from 2 to 1 * 1st Hit * Now breaks armor * Increased base damage from 30 to 75 * 2nd Hit * Decreased base damage from 30 to 15 * 3rd Hit * Decreased base damage from 30 to 15 * Lunar Geyser * Decreased each hit base damage from 35 to 30 * Roy * Moves * Jumps * Decreased y velocity from 0.76 to 0.71 * Decreased y acceleration from 0.0375 to 0.035 * Walk Forward * Increased move speed from 0.21 to 0.24 * St.LP * Decreased push back on block from 2.0 to 1.75 * Cr.LP * Decreased push back on block from 2.0 to 1.75 * St.LK * Decreased push back on block from 1.5 to 1.25 * Cr.LK * Increased push back on block from 2.0 to 2.5 * St.MP * Increased push back on block from 1.5 to 2.75 * Fw.MP * Increased push back on block from 1.0 to 1.25 * St.MK * Increased push back on block from 2.0 to 2.25 * St.HP * Increased push back on block from 1.25 to 2.25 * St.HK * Both Versions * Decreased post-hold startup state animation x movement scale from 1.0 to 0.75 * Fast Version * Increased push back on block from 2.0 to 2.25 * Cr.HK * Increased push back on block from 1.0 to 3.0 * Gunshot (QCF.P) * M * Increased push back on block from 1.0 to 3.5 * Headbutt (QCF.K) * EX * Now grants counter-hit advantage when hit during recovery * Super Gunshot * Increased push back on block from 0.0 to 3.0 * Cid * Animations * Updated Hit_Standing_Body * Updated Hit_Crouching_Head_right * Moves * Jumps * Decreased y velocity from 0.76 to 0.71 * Decreased y acceleration from 0.0375 to 0.035 * St.LP * Decreased push back on hit from 2.25 to 2.0 * Decreased push back on block from 2.35 to 2.0 * Cr.LP * Increased push back on block from 2.5 to 2.75 * St.MP * Both Versions * Increased push back on block from 1.5 to 1.75 * Cr.MP * Fast Version * Increased push back on block from 1.75 to 2.5 * Charged Version * Increased push back on block from 2.5 to 3.25 * St.MK * Increased push back on block from 2.25 to 3.0 * Cr.MK * Increased push back on block from 1.75 to 2.0 * St.HP * Fast Version * Increased push back on block from 2.0 to 3.0 * Charged Version * Increased push back on block from 2.5 to 3.0 * Cr.HP * Fast Version * Decreased push back on hit from 4.5 to 3.0 * Increased push back on block from 2.0 to 3.0 * Charged Version * Increased push back on block from 1.5 to 3.0 * St.HK * Increased push back on block from 2.0 to 2.5 * Cr.HK * Increased push back on block from 1.5 to 3.0 * Grenade (QCF.K) * All Versions * Cancel into DTC now uses leniency HitCancel_DoubleTap_Projectile instead of Projectile_Cancel * 20f -> 8f * Knife Rush (QCF.P) * M * Retracted hit box right from 3.5 to 3.25 * EX * Now grants counter-hit advantage when hit during recovery * Knife Wheel (QCB.K) * All Versions * Increased push back on block from 1.0 to 1.5 * Dog * Moves * Walk Forward * Increased move speed from 0.18 to 0.21 * Jumps * Decreased x velocity from 0.22 to 0.2 * St.LP * Decreased push back on hit from 2.5 to 2.25 * Increased push back on block from 2.0 to 2.25 * Cr.LP * Decreased push back on hit from 2.5 to 2.25 * Increased push back on block from 2.0 to 2.25 * St.LK * Decreased push back on block from 2.0 to 1.75 * Cr.LK * Increased push back on block from 2.0 to 2.75 * St.MP * Now special cancellable * Now super cancellable * Decreased startup state animation x movement scale from 1.25 to 1.0 * Increased active state animation x movement scale from 0.5 to 1.0 * Increased push back on block from 2.25 to 3.25 * Cr.MP * Increased push back on block from 1.5 to 3.0 * St.MK * First Hit * Increased push back on block from 1.75 to 2.25 * Second Hit * Increased push back on block from 2.25 to 3.5 * Cr.MK * Second Hit * Increased push back on block from 0.5 to 3.5 * St.HP * Increased push back on block from 1.5 to 3.0 * Cr.HP * Increased push back on block from 2.0 to 3.0 * Pin Wheel * EX * Now grants counter-hit advantage when hit during recovery * Increased recovery state frames from 8 to 14 * Pin Wheel -> Dive * There is now a L / M / H version of the dive followup * Used to be a single version * Run -> Leap Strike * Both Versions * Increased recovery state frames from 14 to 18 * Increased hard knockdown frames from 34 to 38 * Normal Version * Increased block stun from 9 to 11 * Block Advantage: * Link: [-8, -5] => [-10, -7] * EX Version * Increased block stun from 11 to 15 * Block Advantage: * Link: [-6, -3] (unchanged) * Super Pin Wheel * Extended move box bottom from default - 1 to absolute - 0 * Should not go over the opponent if crouch blocked * TYara * Moves * Walk Forward * Increased move speed from 0.155 to 0.175 * Walk Backward * Increased move speed from 0.11 to 0.13 * Jumps * Decreased y velocity from 0.535 to 0.51 * Decreased y acceleration from 0.025 to 0.024 * Cr.LP * Extended hit box top from 5.0 to 5.5 * Extended hurt box top from 5.5 to 6.0 * St.LK * Decreased push back on block from 2.0 to 1.25 * Cr.LK * Decreased push back on block from 2.0 to 1.25 * Cr.MP * Increased push back on block from 2.0 to 3.0 * St.MK * First Hit * Increased push back on block from 1.5 to 2.25 * Second Hit * Increased push back on block from 1.5 to 2.25 * Cr.MK * Increased push back on block from 1.0 to 2.25 * St.HP * Decreased push back on hit from 3.5 to 3.0 * Increased push back on block from 1.0 to 3.0 * St.HK * Increased push back on block from 2.0 to 3.5 * Head Lopper (QCB.P) * All Versions * Fixed DTC cancel leniency to use correct value (DTC value = no leniency) * Timing for DTC should be stricter like other moves * Shield Charge (QCF.P) * EX * Now grants counter-hit advantage when hit during recovery * Camera * General * Changed how foreground / background objects are defined * Camera now consists of three Front / Middle / Back cameras * Before was just Near / Far * Cameras now render stage elements based on Stage_Front / Stage_Middle / Stage_Back layers * Before Near / Far were defined by distance * Middle / Far camera field of view is no longer controlled by the gameplay settings * This makes it so we can adjust the gameplay field of view without affecting the perspective on the far background elements * Data * Main * Decreased field of view from 16.0 to 14.0 * Increased wall padding from 8.0 to 8.5 * Main Object (Eye) * Increased Average X Frames from 10 to 15 * Increased Y Position from 4.0 to 4.1 * Increased Y Drag from 0.5 to 0.75 * Increased Scale Y Max Position from 50.0 to 60.0 * Increased Scale Y Position from 25.0 to 30.0 * Decreased Offset Y Position from -4 to -4.5 * Increased Z Distance from 53.0 to 62.0 * Increased Average Y Frames from 2 to 3 * Target Object (Look) * Increased Average X Frames from 10 to 15 * Increased Y Position from 6.1 to 6.4 * Increased Y Drag from 0.5 to 0.75 * Increased Scale Y Max Position from 50.0 to 60.0 * Increased Scale Y Position from 25.0 to 30.0 * Decreased Offset Y Position from -4 to -4.5 * Increased Average Y Frames from 2 to 3 * Vertical Depth * Increased Y Max Position from 50.0 to 60.0 * Decreased Offset Y Position from -4 to -4.5 * Decreased Y Drag from 0.5 to 0.45 * Input * Sequences * QCF / QCB * Added valid input DownBackward -> DownForward -> Forward * Leniency * Added HitCancel_DoubleTap_Projectile * Used for cancelling projectile moves into DTC (Cid Grenade, GAgent LunarDisc) * Set to 8 frames * Previously used Projectile_Cancel (same as cancelling to super, which is 20f) * FX * Adjusted coloring / layering on some of the collision FX (hit / block / absorb) * Hit Stop * Increased Medium from 11/19 to 12/20 * Increased Heavy from 13/20 to 14/20 * Decreased Special from 13/20 to 12/20 * Increased Roy_Gunshot 9/17 to 10/18 * Character Shader * Ported character shader from Shader Forge to Amplify Shader * This is the shader that controls the lighting, meter / armor flashing, dtc dissolve, etc * Should not look much different than before * We get a lot more control with Amplify (don't have to maintain as many shaders, lot more parameters are exposed) and it solves some issues that we had with ShaderForge * TYara's swipe FX lost the distortion it had before, will fix it eventually but it's low priority * Audio * Added Master Volume setting * Adjusted block sounds * Added a 15f delay between when a KO happens and when the music transition gets called * This should give enough of a buffer in case a rollback happens, to not mess up the music * Training Mode * Added support for quickly changing character / stage without having to go back to the character select menu * Change character / stage selection and then select restart * Currently only chooses the default color if reloading * Attack Info UI / Hit Flyup * Added an attacks startup frames from when it was used to when the attack hits * Grabs now work in addition to strikes * Lighting * Added options for light quality in the graphics options: * All - All lights are enabled, this is how it was previously * Character - Just the directional lights that affect the characters + the main stage directional light * None - No lights are enabled other than the main stage directional light * Should provide some performance gains for lower-end machines * Requirements * Added "Not-Reversal" requirement * Scripts * MoveController * Added a check when cancelling to DTC that requires there be X amount of frames between when the move was triggered and when the DTC can be checked. * Set to 14 frames * This means that if you double tap a move's input faster than X frames, the DTC should not come out * Should help reduce accidental DTCs, especially for players who are used to double tapping when linking * Also added an override for individual moves in case it needs to be faster on special cases * Moves like Agent upkicks, Dog ex.pinwheel etc * Fixed a garbage allocation issue when checking for move cancels * Should help reduce any hitches (slight stutters) * Character * When a collision happens, added a check for if the attacker is neutral jumping and landing a crossup to delay the push back frames * Set to 2 frames * This should help with neutral jump attacks landing crossup, but sometimes having the defender cross back under * InputController * Added support for charge moves again * Fixed a bug where a sequence's nullify check would run on the frames between the sequence and trigger * This should mostly help with not getting dashes when immediately holding backwards * DTC -> Forward Dash -> Hold Backward should produce a forward dash instead of nothing * Added a check to the last input in a sequence (first one checked) that makes it find the last possible valid frame before continuing with the rest of the sequence * Special move input should feel more consistent * SoundController * Refactored sound event system to use the Action system. * All move's GameSoundEvents were converted to SoundActionEvents * Sound should be almost exactly the same but I standardized a few things * Since actions are scriptable objects (serialized) there is less data redundancy and should be more performant * UI * Meter Bars * Adjusted how the alpha for the flashing bars is animated * Should no longer allocate garbage and should be more performant
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

This Stream featured a behind the scenes look at Maxx dev with @PP_Willpower. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://youtu.be/vZRzl4hTBdk
Website http://www.punchplanet.com/
Discord http://www.discord.gg/PunchPlanet
Twitch http://www.twitch.tv/Punchplanetgame
Twitter http://www.twitter.com/PunchPlanet
Instagram https://www.instagram.com/punchplanet/
Facebook https://www.facebook.com/PunchPlanet/
Patreon https://www.patreon.com/punchplanet

Follow our dev accounts
@PP_Willpower http://www.twitter.com/PP_Willpower
@PP_IAMLEE http://www.twitter.com/PP_IAMLEE
@8ighty6ix https://twitter.com/8ighty6ix
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

This Stream featured a behind the scenes look at Maxx dev with @PP_Willpower. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://youtu.be/F1z2jYvOJNM

Website http://www.punchplanet.com/
Discord http://www.discord.gg/PunchPlanet
Twitch http://www.twitch.tv/Punchplanetgame
Twitter http://www.twitter.com/PunchPlanet
Instagram https://www.instagram.com/punchplanet/
Facebook https://www.facebook.com/PunchPlanet/
Patreon https://www.patreon.com/punchplanet

Follow our dev accounts
@PP_Willpower http://www.twitter.com/PP_Willpower
@PP_IAMLEE http://www.twitter.com/PP_IAMLEE
@8ighty6ix https://twitter.com/8ighty6ix
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