Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.11 Patch Notes

https://docs.google.com/document/d/1IR8Xg4L1TtNoLlZDddoGe9PLNCLkLCz2r27YnQ3-S3w/edit

0.1.8.11 * Data * Collision Box Controller * Increased crossup translation scale reduction from 0.25 to 0.5 * Input * Leniency * Increased Dog_Pinwheel_Followups from 16 to 18 * Direction Triggers * Added JTC_Direction * Valid directions are Backward / Neutral / Forward * Sequences * QCFx2 * Removed Up_Forward from nullify input list * Not sure how this got there but it shouldn't have been * QCBx2 did not have it * Hit Stop * Light: 7/15 => 8/16 * Transition Data * WakeUp * Now transitions into neutral_standing rather than neutral * Difference between these is how it blends to moves if you input them on the first frame (like holding crouch) * Should look smoother * Battle Camera * Main * Main Object * Increased Average Y Frames from 2 to 4 * Target Object * Increased Average Y Frames from 2 to 4 * Vertical Depth * Increased Drag from 0.15 to 0.5 * Characters * All Characters * Moves * ATC * Now removes all throw immunity on use * Notes: * Wakeup ATC will now lose to meaty throw, instead of both players whiffing * JTC * Now use JTC_Direction direction trigger * Can be done while holding backward or forward now * Forward + MP + MK is overriden by ATC in neutral, but works when dashing * This is mostly to prevent the crossup parry / block OS, now JTC will come out instead of block. * Also makes JTC much easier to do during a dash (no need to go back to neutral) * Startup * Removed grab boxes * Now works same as regular jump startup in that it can't be thrown * Roy * Moves * Cr.MP * Extended hit box top from 8.0 to 8.25 * Changed defender hit animation from Body to Head_Back * Jp.HK * Increased startup state frames from 9 to 10 * Retracted hit box bottom from 1.75 to 2.0 * Notes: * Should no longer hit standing roy/cid when done instantly * Headbutt * EX * Decreased wall bounce y acceleration against airborne opponents from 0.05 to 0.045 * Notes: * Should be able to link MP.Gunshot from all juggles now, if they were hit very low to the ground but airborne, it would whiff. * He gets a very strong combo off cr.hp xx ex.headbutt now * Cid * Moves * Jp.MP * Both Versions * Can no longer cross up * Knife Rush * L * Increased grab invincibility frames from [1, 5] to [1, 11] * Dog * Moves * Jumps * Decreased Y Velocity from 0.85 to 0.8 * Decreased Y Acceleration from 0.04 to 0.038 * St.HP * Decreased initial startup state frames from 8 to 7 * This decreases total startup frames from 11 to 10 * Increased followthrough state frames from 10 to 11 * Hit Advantage: * Link: [+9, +12] => [+8, +11] * CH Advantage: * Link: [+13, +16] => [+12, +15] * Increased block stun from 14 to 17 * Block Advantage: * Link: [-3, +0] => [-1, +2] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -8 => -5 * Notes: * Can no longer link St.HP -> Cr.HP * Can now link St.HP from Run->MidStrike xx DTC * Can now link St.HP xx DTC -> St.HP * Cr.HP * Extended hit box top from 6.25 to 6.5 * St.HK * Now super cancellable * Cr.HK * Decreased initial startup state frames from 8 to 7 * This reduces total startup frames from 11 to 10 * Run -> Mid Strike * Regular Version * Increased hit stun from 23 to 25 * Pin Wheel * All Versions * Movement box bottom no longer extends lower than standard airborne movement box * EX * Can no longer cancel into dive followup if the initial hit is blocked * Pin Wheel -> Slide * Now reorients towards the opponent * Pin Wheel -> Dive * Regular Version * Increased hit stun from 19 to 20 * Decreased block stun from 15 to 14 * Now causes a ground bounce against juggled opponents * Need to combo into it * EX Version * Increased hit stun from 21 to 22 * Decreased block stun from 16 to 15 * All Versions * Changed hitstop from Special_Airborne to Light_Airborne (12/20 => 10/18) * Movement box bottom no longer extends lower than standard airborne movement box * Extended hit box right from 3.5 to 4.0 * Extended hurt box right from 4.0 to 4.5 * TYara * General * Decreased damage scale from 1.0 to 0.975 * Animations * Updated various animations * Moves * Walk Forward * Blend * Increased move speed from 0.1 to 0.11 * St.LK * Decreased hit stun from 15 to 14 * Hit Advantage: * Link: [+3, +5] => [+2, +4] * CH Advantage: * Link: [+5, +7] => [+4, +6] * Notes: * No longer combos into EX.Shield * St.MP * Hit Box 1 * Extended top from 6.75 to 8.0 * Extended right from 8.75 to 9.0 * Retracted bottom from 3.0 to 4.0 * Hit Box 2 * Retracted right from 8.75 to 8.5 * Hit Box 3 * Retracted right from 8.75 to 8.0 * Hit Box 4 * Retracted right from 8.75 to 7.5 * Retracted active state hurt box top from 8.0 to 7.5 * Increased push back on hit and block from 3.25 to 3.5 * Jp.MP * Increased startup state frames from 7 to 8 * St.HP * Now uses now sound when shield hits the ground * Shield Charge (Shield) * EX * Now plays new shield sound on hit * Head Lopper (Chop) * EX * Decreased startup state frames from 16 to 15 * G-Agent * Updated portrait / icon art * Set display name * Maxx * Updated portrait / icon art * Set display name * Code * DT_EntityMoveData * Added removeThrowImmunity flag * When a move is used that has this set to true, it will remove all throw immunity frame * DT_GameplayController * Players now process their input and cancels before updating their move logic * Because of this, moves that use the cancel window logic must have their start/end frames reduced by 1 to maintain the same timing. This is is accounted for on the fly so the data doesn't need to change. * Now runs an additional movement box collision check / resolution right before updating player orientation (left/right) and handling hit collisions * This should help ensure that the orientation of the block input is correct. Should make crossup and corner hit / block situations much more consistent and less wonky * Time out victory is now awarded to the character who has a higher percentage of health, rather than who has the most raw health * DT_PositionController * Translation is now applied instantly rather than a frame later * Translation is only used for walks * This makes it so that the character will move immediately on the frame they start walking and stop immediately on the frame they go back to neutral * DT_InputController * Fixed issue in the sequence checking logic that allowed for sequences to be stored * DT_MoveController * When checking if a move can be cancelled into, now supports the case of "Not Blocked" * If a cancel has this set, it will only be valid if the move was not blocked. * Audio * Updated wwise * UI * Gameplay * Player 2 * Fixed counter hit text using wrong font asset (wrong font and rendered behind characters) * Character Select * Fixed some issues where the character models would not be removed correctly * Mostly happened online if someone DCed during the character selecting phase * Increased character select time from 10 to 30 seconds * Increased stage select time from 10 to 15 seconds * Move List * TYara * SPD renamed to Break Your Bones * Super SPD renamed to Meteor Goddess
Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.11 Patch Notes

https://docs.google.com/document/d/1IR8Xg4L1TtNoLlZDddoGe9PLNCLkLCz2r27YnQ3-S3w/edit

0.1.8.11 * Data * Collision Box Controller * Increased crossup translation scale reduction from 0.25 to 0.5 * Input * Leniency * Increased Dog_Pinwheel_Followups from 16 to 18 * Direction Triggers * Added JTC_Direction * Valid directions are Backward / Neutral / Forward * Sequences * QCFx2 * Removed Up_Forward from nullify input list * Not sure how this got there but it shouldn't have been * QCBx2 did not have it * Hit Stop * Light: 7/15 => 8/16 * Transition Data * WakeUp * Now transitions into neutral_standing rather than neutral * Difference between these is how it blends to moves if you input them on the first frame (like holding crouch) * Should look smoother * Battle Camera * Main * Main Object * Increased Average Y Frames from 2 to 4 * Target Object * Increased Average Y Frames from 2 to 4 * Vertical Depth * Increased Drag from 0.15 to 0.5 * Characters * All Characters * Moves * ATC * Now removes all throw immunity on use * Notes: * Wakeup ATC will now lose to meaty throw, instead of both players whiffing * JTC * Now use JTC_Direction direction trigger * Can be done while holding backward or forward now * Forward + MP + MK is overriden by ATC in neutral, but works when dashing * This is mostly to prevent the crossup parry / block OS, now JTC will come out instead of block. * Also makes JTC much easier to do during a dash (no need to go back to neutral) * Startup * Removed grab boxes * Now works same as regular jump startup in that it can't be thrown * Roy * Moves * Cr.MP * Extended hit box top from 8.0 to 8.25 * Changed defender hit animation from Body to Head_Back * Jp.HK * Increased startup state frames from 9 to 10 * Retracted hit box bottom from 1.75 to 2.0 * Notes: * Should no longer hit standing roy/cid when done instantly * Headbutt * EX * Decreased wall bounce y acceleration against airborne opponents from 0.05 to 0.045 * Notes: * Should be able to link MP.Gunshot from all juggles now, if they were hit very low to the ground but airborne, it would whiff. * He gets a very strong combo off cr.hp xx ex.headbutt now * Cid * Moves * Jp.MP * Both Versions * Can no longer cross up * Knife Rush * L * Increased grab invincibility frames from [1, 5] to [1, 11] * Dog * Moves * Jumps * Decreased Y Velocity from 0.85 to 0.8 * Decreased Y Acceleration from 0.04 to 0.038 * St.HP * Decreased initial startup state frames from 8 to 7 * This decreases total startup frames from 11 to 10 * Increased followthrough state frames from 10 to 11 * Hit Advantage: * Link: [+9, +12] => [+8, +11] * CH Advantage: * Link: [+13, +16] => [+12, +15] * Increased block stun from 14 to 17 * Block Advantage: * Link: [-3, +0] => [-1, +2] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -8 => -5 * Notes: * Can no longer link St.HP -> Cr.HP * Can now link St.HP from Run->MidStrike xx DTC * Can now link St.HP xx DTC -> St.HP * Cr.HP * Extended hit box top from 6.25 to 6.5 * St.HK * Now super cancellable * Cr.HK * Decreased initial startup state frames from 8 to 7 * This reduces total startup frames from 11 to 10 * Run -> Mid Strike * Regular Version * Increased hit stun from 23 to 25 * Pin Wheel * All Versions * Movement box bottom no longer extends lower than standard airborne movement box * EX * Can no longer cancel into dive followup if the initial hit is blocked * Pin Wheel -> Slide * Now reorients towards the opponent * Pin Wheel -> Dive * Regular Version * Increased hit stun from 19 to 20 * Decreased block stun from 15 to 14 * Now causes a ground bounce against juggled opponents * Need to combo into it * EX Version * Increased hit stun from 21 to 22 * Decreased block stun from 16 to 15 * All Versions * Changed hitstop from Special_Airborne to Light_Airborne (12/20 => 10/18) * Movement box bottom no longer extends lower than standard airborne movement box * Extended hit box right from 3.5 to 4.0 * Extended hurt box right from 4.0 to 4.5 * TYara * General * Decreased damage scale from 1.0 to 0.975 * Animations * Updated various animations * Moves * Walk Forward * Blend * Increased move speed from 0.1 to 0.11 * St.LK * Decreased hit stun from 15 to 14 * Hit Advantage: * Link: [+3, +5] => [+2, +4] * CH Advantage: * Link: [+5, +7] => [+4, +6] * Notes: * No longer combos into EX.Shield * St.MP * Hit Box 1 * Extended top from 6.75 to 8.0 * Extended right from 8.75 to 9.0 * Retracted bottom from 3.0 to 4.0 * Hit Box 2 * Retracted right from 8.75 to 8.5 * Hit Box 3 * Retracted right from 8.75 to 8.0 * Hit Box 4 * Retracted right from 8.75 to 7.5 * Retracted active state hurt box top from 8.0 to 7.5 * Increased push back on hit and block from 3.25 to 3.5 * Jp.MP * Increased startup state frames from 7 to 8 * St.HP * Now uses now sound when shield hits the ground * Shield Charge (Shield) * EX * Now plays new shield sound on hit * Head Lopper (Chop) * EX * Decreased startup state frames from 16 to 15 * G-Agent * Updated portrait / icon art * Set display name * Maxx * Updated portrait / icon art * Set display name * Code * DT_EntityMoveData * Added removeThrowImmunity flag * When a move is used that has this set to true, it will remove all throw immunity frame * DT_GameplayController * Players now process their input and cancels before updating their move logic * Because of this, moves that use the cancel window logic must have their start/end frames reduced by 1 to maintain the same timing. This is is accounted for on the fly so the data doesn't need to change. * Now runs an additional movement box collision check / resolution right before updating player orientation (left/right) and handling hit collisions * This should help ensure that the orientation of the block input is correct. Should make crossup and corner hit / block situations much more consistent and less wonky * Time out victory is now awarded to the character who has a higher percentage of health, rather than who has the most raw health * DT_PositionController * Translation is now applied instantly rather than a frame later * Translation is only used for walks * This makes it so that the character will move immediately on the frame they start walking and stop immediately on the frame they go back to neutral * DT_InputController * Fixed issue in the sequence checking logic that allowed for sequences to be stored * DT_MoveController * When checking if a move can be cancelled into, now supports the case of "Not Blocked" * If a cancel has this set, it will only be valid if the move was not blocked. * Audio * Updated wwise * UI * Gameplay * Player 2 * Fixed counter hit text using wrong font asset (wrong font and rendered behind characters) * Character Select * Fixed some issues where the character models would not be removed correctly * Mostly happened online if someone DCed during the character selecting phase * Increased character select time from 10 to 30 seconds * Increased stage select time from 10 to 15 seconds * Move List * TYara * SPD renamed to Break Your Bones * Super SPD renamed to Meteor Goddess
Punch Planet - Early Access - Sector-K Games

Big thanks to all of our early supporters of Punch Planet. The reception has been overwhelmingly positive and we're excited to continue improving the experience with new content and optimizations over the course of Early Access.





Punch Planet - Early Access - Sector-K Games

Big thanks to all of our early supporters of Punch Planet. The reception has been overwhelmingly positive and we're excited to continue improving the experience with new content and optimizations over the course of Early Access.





Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.10 Patch Notes.

https://docs.google.com/document/d/18kC94BoiB8goaEdKu0ugElU_ohz1KQROcYwdZ3JkJKA/edit
0.1.8.10 * Data * Input * Sequences * QCFx2 / QCBx2 * Increased buffer frames between each direction from 10 to 12 * This is a reversion from 0.1.8.9 * QCFx2 * Disabled "Short" sequences * Short: Down -> Any_Forward -> Down -> Forward * Added "Long" sequences * Long: Down -> Down_Forward -> Forward -> Down / Down_Backward -> Forward * QCBx2 * Disabled "Short" sequences * Short: Down -> Any_Backward -> Down -> Backward * Added "Long" sequences * Long: Down -> Down_Backward -> Backward -> Down / Down_Forward -> Backward * Notes: * These super input changes will make super a little harder because it requires two strict forward inputs * Leniency * Increased HitCancel_Normal from 16 to 20 * Battle Camera * Main * Target Object * Increased Scale Y Position from 8.0 to 8.5 * This tilts the camera up slightly more when players are in the air * Hit Stop * Light : 8/16 => 7/15 * Light_Airborne: 12/20 => 10/18 * Medium_Cancellable / Medium_NonCancellable : 12/20 => 13/20 * Medium_Beefy : 14/20 => 15/20 * Medium_Airborne: 14/20 => 12/20 * Heavy_Airborne: 14/20 => 12/20 * Special: 14/20 => 12/20 * Special_Beefy: 16/20 => 14/20 * Dog_SuperRun: 2/10 => 1/9 * Characters * All Characters * Moves * JTC * Attack * Increased push back on hit and block from 0.75 to 1.5 * Roy * Moves * Walk Forward * Active * Increased move speed from 0.25 to 0.26 * Gunshot * L / M / H * Decreased meter on hit (self) from 100 to 75 * H * Now super cancellable * Headbutt * H * Decreased startup state animation x movement scale from 1.0 to 0.75 * Cid * Moves * Walk Forward * Active * Increased move speed from 0.27 to 0.28 * Jp.MK * Extended hit box top from 5.25 to 5.5 * Retracted hit box bottom from 4.0 to 4.25 * Extended hurt box top from 5.75 to 6.0 * Retracted hurt box bottom from 3.75 to 4.0 * Knife Rush * L * Decreased base chip damage from 20 to 10 * M * Decreased base damage from 50 to 40 * Decreased base chip damage from 20 to 10 * Increased both startup states animation x movement scale from 1.25 to 1.5 * Decreased active state animation x movement scale from 1.25 to 1.0 * Notes: * Cr.MP xx MP.KnifeRush should combo at all ranges * H * Decreased base damage from 60 to 50 * Decreased base chip damage from 20 to 10 * Decreased active state animation x movement scale from 2.0 to 1.0 * EX * Decreased base damage from 60 to 50 * Decreased active state animation x movement scale from 1.25 to 1.0 * Knife Wheel * All Versions * Decreased base chip damage from 15 to 10 * L * Decreased base damage from 60 to 50 * M * Decreased base damage from 70 to 50 * H * Decreased base damage from 80 to 50 * EX * Decreased base damage from 80 to 60 * Dog * Moves * Walk Forward * Active * Increased move speed from 0.2 to 0.21 * Jumps * Increased airborne frames from 40 to 42 * Decreased X Velocity from 0.28 to 0.26 * Increased Y Velocity from 0.85 to 0.9 * Decreased Y Acceleration from 0.044 to 0.425 * Pin Wheel -> Dive * Both Versions * Increased cancel window from dive from frames [15, 25] to [17, 25] * Increased recovery landing frames from 8 to 10 * Normal Pin Wheel -> Dive * Increased hit stun from 17 to 19 * Increased block stun from 13 to 15 * EX Pin Wheel -> Dive * Increased hit stun from 19 to 21 * Increased block stun from 14 to 16 * Notes: * Advantage should be unchanged, just a little bit more time for both players to see what happened with the hit * Worse against parry and whiffing in neutral * Run * EX * Decreased x velocity from 0.7 to 0.6 (same as hk.run) * Run -> Mid Strike * Both Versions * Decreased startup state animation x movement scale from 1.0 to 0.75 * TYara * Moves * Walk Forward * Active * Increased move speed from 0.145 to 0.155 * Jumps * Increased x velocity from 0.2 to 0.22 * Shield * EX * Increased airborne wall bounce x velocity from 0.1 to 0.15 (after they hit the wall) * Stages * Luna Station * Decreased intensity on side front lights from 3.0 to 2.0 * Adjusted how objects are group (shouldn't affect anything) * Re-enabled background animation * UI * Gameplay * Side Messages (Counter Hit / Status Messages) * Changed animation so that they appear faster * Changed animation so that they fade in from invisible rather than slide in from the side * Counter Hit * Increased size * Move List * Dog * Added Pin Wheel followups * Known Issues * There are still issues with some players trying to play online and getting crashes * There are still issues with the character select UI when playing online and then going into training mode
Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.10 Patch Notes.

https://docs.google.com/document/d/18kC94BoiB8goaEdKu0ugElU_ohz1KQROcYwdZ3JkJKA/edit
0.1.8.10 * Data * Input * Sequences * QCFx2 / QCBx2 * Increased buffer frames between each direction from 10 to 12 * This is a reversion from 0.1.8.9 * QCFx2 * Disabled "Short" sequences * Short: Down -> Any_Forward -> Down -> Forward * Added "Long" sequences * Long: Down -> Down_Forward -> Forward -> Down / Down_Backward -> Forward * QCBx2 * Disabled "Short" sequences * Short: Down -> Any_Backward -> Down -> Backward * Added "Long" sequences * Long: Down -> Down_Backward -> Backward -> Down / Down_Forward -> Backward * Notes: * These super input changes will make super a little harder because it requires two strict forward inputs * Leniency * Increased HitCancel_Normal from 16 to 20 * Battle Camera * Main * Target Object * Increased Scale Y Position from 8.0 to 8.5 * This tilts the camera up slightly more when players are in the air * Hit Stop * Light : 8/16 => 7/15 * Light_Airborne: 12/20 => 10/18 * Medium_Cancellable / Medium_NonCancellable : 12/20 => 13/20 * Medium_Beefy : 14/20 => 15/20 * Medium_Airborne: 14/20 => 12/20 * Heavy_Airborne: 14/20 => 12/20 * Special: 14/20 => 12/20 * Special_Beefy: 16/20 => 14/20 * Dog_SuperRun: 2/10 => 1/9 * Characters * All Characters * Moves * JTC * Attack * Increased push back on hit and block from 0.75 to 1.5 * Roy * Moves * Walk Forward * Active * Increased move speed from 0.25 to 0.26 * Gunshot * L / M / H * Decreased meter on hit (self) from 100 to 75 * H * Now super cancellable * Headbutt * H * Decreased startup state animation x movement scale from 1.0 to 0.75 * Cid * Moves * Walk Forward * Active * Increased move speed from 0.27 to 0.28 * Jp.MK * Extended hit box top from 5.25 to 5.5 * Retracted hit box bottom from 4.0 to 4.25 * Extended hurt box top from 5.75 to 6.0 * Retracted hurt box bottom from 3.75 to 4.0 * Knife Rush * L * Decreased base chip damage from 20 to 10 * M * Decreased base damage from 50 to 40 * Decreased base chip damage from 20 to 10 * Increased both startup states animation x movement scale from 1.25 to 1.5 * Decreased active state animation x movement scale from 1.25 to 1.0 * Notes: * Cr.MP xx MP.KnifeRush should combo at all ranges * H * Decreased base damage from 60 to 50 * Decreased base chip damage from 20 to 10 * Decreased active state animation x movement scale from 2.0 to 1.0 * EX * Decreased base damage from 60 to 50 * Decreased active state animation x movement scale from 1.25 to 1.0 * Knife Wheel * All Versions * Decreased base chip damage from 15 to 10 * L * Decreased base damage from 60 to 50 * M * Decreased base damage from 70 to 50 * H * Decreased base damage from 80 to 50 * EX * Decreased base damage from 80 to 60 * Dog * Moves * Walk Forward * Active * Increased move speed from 0.2 to 0.21 * Jumps * Increased airborne frames from 40 to 42 * Decreased X Velocity from 0.28 to 0.26 * Increased Y Velocity from 0.85 to 0.9 * Decreased Y Acceleration from 0.044 to 0.425 * Pin Wheel -> Dive * Both Versions * Increased cancel window from dive from frames [15, 25] to [17, 25] * Increased recovery landing frames from 8 to 10 * Normal Pin Wheel -> Dive * Increased hit stun from 17 to 19 * Increased block stun from 13 to 15 * EX Pin Wheel -> Dive * Increased hit stun from 19 to 21 * Increased block stun from 14 to 16 * Notes: * Advantage should be unchanged, just a little bit more time for both players to see what happened with the hit * Worse against parry and whiffing in neutral * Run * EX * Decreased x velocity from 0.7 to 0.6 (same as hk.run) * Run -> Mid Strike * Both Versions * Decreased startup state animation x movement scale from 1.0 to 0.75 * TYara * Moves * Walk Forward * Active * Increased move speed from 0.145 to 0.155 * Jumps * Increased x velocity from 0.2 to 0.22 * Shield * EX * Increased airborne wall bounce x velocity from 0.1 to 0.15 (after they hit the wall) * Stages * Luna Station * Decreased intensity on side front lights from 3.0 to 2.0 * Adjusted how objects are group (shouldn't affect anything) * Re-enabled background animation * UI * Gameplay * Side Messages (Counter Hit / Status Messages) * Changed animation so that they appear faster * Changed animation so that they fade in from invisible rather than slide in from the side * Counter Hit * Increased size * Move List * Dog * Added Pin Wheel followups * Known Issues * There are still issues with some players trying to play online and getting crashes * There are still issues with the character select UI when playing online and then going into training mode
Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.9 Patch Notes

https://docs.google.com/document/d/1wjDyHP8bm07mzyB-zjIxQKMOJls49tE3zRXQGmHR5Rc/edit

0.1.8.9 * Data * Input * Sequences * QCFx2 / QCBx2 * Decreased buffer frames between each direction from 12 to 10 * Increased buffer frames between last direction and button press from 10 to 12 * DP_Forward * Increased buffer frames between each direction from 7 to 8 * Forward -> (8F) Down -> (8f) Down_Forward -> (8f) Button * Leniency * Increased HitCancel_Super from 16 to 20 * These are the frames before the hit that it will check for successful super inputs * Battle Camera * Main / Old * Removed * Alt * Renamed to Main * Characters * Generic * Collision Boxes * All Bodies * Airborne / Juggle * Extended hurt box top from 8.0 to 9.0 * Big Body / Dog Body * Standing / Crouching * Increased standing and crouching grab box widths from [-1.4, 1.4] to [-1.5, 1.5] * This is to keep it in line with the movement box width increase in 0.1.8.5 * Dog Body * Standing / Airborne / Juggle / Knockdown * Decreased hurt box width from [-3.2, 3.2] to [-3.0, 3.0] * Crouching * Decreased hurt box width from [-3.5, 3.5] to [-3.3, 3.3] * Roy * Moves * Dash Forward * Final recovery state (cancellable) state type changed from Recovery to Recovery_Cancellable * Super Punch * Second Startup State (During Freeze) * Decreased frames from 29 to 27 * Third Startup State (Post-Freeze) * Increased frames from 6 to 8 * Decreased animation x movement scale from 1.0 to 0.5 * Notes: * This is a slight range nerf but mostly to make him not cover as much distance as quickly (should help with this move clipping through characters that are also moving fast) * Dog * Moves * St.MK * Changed hit stop from Medium_NonCancellable to Heavy_NonCancellable * Run -> Mid Stike * Regular Version * Decreased push back on hit from 3.0 to 2.75 * TYara * Moves * Dash Forward * Final recovery state (cancellable) state type changed from Recovery to Recovery_Cancellable * Dash Backward * Final recovery state (cancellable) state type changed from Recovery to Recovery_Cancellable * St.LK * Changed hit stop from Medium_Cancellable to Heavy_Cancellable * Cr.LK * Changed hit stop from Medium_Cancellable to Heavy_Cancellable * Stages * Luna Station * Disabled background animations * Sugar Daddy * Disabled background animations * Black Market * Updated stage asset * There is background animation now, probably has a performance impact, would love to know how it runs on peoples machines compared to before * Updated color blending textures * Slightly increased character ambient brightness * Updated stage select image * Adjusted stage lighting * Code * InputManager * Now saves controller mapping after configuring * Now loads controller mapping when a controller is assigned * DT_UIAnimationController * Added support for playing animations that are not animated at 60fps * Added support for clamping normalized time to animation key frames (no interpolation) * Audio * Updated wwise * UI * Controller Options Dialog * Added reset button for each player to reset their config back to defaults * Moved config button to the other side of the remove button * Lobby Dialog * Added sound when a player joins the lobby * Added sound when a player leaves the lobby * Added sound when a player is ready * Training Mode * Input Display * Adjusted positioning of the whole UI * Attacks buttons are now listed horizontally instead of two rows * Player 2 direction input is now on the right side of the input nodes * No longer shows Nothing input (blank) * Move List * Dog * Added JTC to run followups (ex run only) * This was always possible, just wasn't in the move list * Third Party * Rewired * Unknown Controllers * Filled out the rest of buttons / directions so that they are atleast assigned by default. * No guarantees the default values are correct for arbitrary controllers, but it's better than not being mapped at all * Used my PS3 FightStick Pro as a map for which button corresponds with each action * Known Issues * There are still issues with some players trying to play online and getting crashes * There are still issues with the character select UI when playing online and then going into training mode
Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.9 Patch Notes

https://docs.google.com/document/d/1wjDyHP8bm07mzyB-zjIxQKMOJls49tE3zRXQGmHR5Rc/edit

0.1.8.9 * Data * Input * Sequences * QCFx2 / QCBx2 * Decreased buffer frames between each direction from 12 to 10 * Increased buffer frames between last direction and button press from 10 to 12 * DP_Forward * Increased buffer frames between each direction from 7 to 8 * Forward -> (8F) Down -> (8f) Down_Forward -> (8f) Button * Leniency * Increased HitCancel_Super from 16 to 20 * These are the frames before the hit that it will check for successful super inputs * Battle Camera * Main / Old * Removed * Alt * Renamed to Main * Characters * Generic * Collision Boxes * All Bodies * Airborne / Juggle * Extended hurt box top from 8.0 to 9.0 * Big Body / Dog Body * Standing / Crouching * Increased standing and crouching grab box widths from [-1.4, 1.4] to [-1.5, 1.5] * This is to keep it in line with the movement box width increase in 0.1.8.5 * Dog Body * Standing / Airborne / Juggle / Knockdown * Decreased hurt box width from [-3.2, 3.2] to [-3.0, 3.0] * Crouching * Decreased hurt box width from [-3.5, 3.5] to [-3.3, 3.3] * Roy * Moves * Dash Forward * Final recovery state (cancellable) state type changed from Recovery to Recovery_Cancellable * Super Punch * Second Startup State (During Freeze) * Decreased frames from 29 to 27 * Third Startup State (Post-Freeze) * Increased frames from 6 to 8 * Decreased animation x movement scale from 1.0 to 0.5 * Notes: * This is a slight range nerf but mostly to make him not cover as much distance as quickly (should help with this move clipping through characters that are also moving fast) * Dog * Moves * St.MK * Changed hit stop from Medium_NonCancellable to Heavy_NonCancellable * Run -> Mid Stike * Regular Version * Decreased push back on hit from 3.0 to 2.75 * TYara * Moves * Dash Forward * Final recovery state (cancellable) state type changed from Recovery to Recovery_Cancellable * Dash Backward * Final recovery state (cancellable) state type changed from Recovery to Recovery_Cancellable * St.LK * Changed hit stop from Medium_Cancellable to Heavy_Cancellable * Cr.LK * Changed hit stop from Medium_Cancellable to Heavy_Cancellable * Stages * Luna Station * Disabled background animations * Sugar Daddy * Disabled background animations * Black Market * Updated stage asset * There is background animation now, probably has a performance impact, would love to know how it runs on peoples machines compared to before * Updated color blending textures * Slightly increased character ambient brightness * Updated stage select image * Adjusted stage lighting * Code * InputManager * Now saves controller mapping after configuring * Now loads controller mapping when a controller is assigned * DT_UIAnimationController * Added support for playing animations that are not animated at 60fps * Added support for clamping normalized time to animation key frames (no interpolation) * Audio * Updated wwise * UI * Controller Options Dialog * Added reset button for each player to reset their config back to defaults * Moved config button to the other side of the remove button * Lobby Dialog * Added sound when a player joins the lobby * Added sound when a player leaves the lobby * Added sound when a player is ready * Training Mode * Input Display * Adjusted positioning of the whole UI * Attacks buttons are now listed horizontally instead of two rows * Player 2 direction input is now on the right side of the input nodes * No longer shows Nothing input (blank) * Move List * Dog * Added JTC to run followups (ex run only) * This was always possible, just wasn't in the move list * Third Party * Rewired * Unknown Controllers * Filled out the rest of buttons / directions so that they are atleast assigned by default. * No guarantees the default values are correct for arbitrary controllers, but it's better than not being mapped at all * Used my PS3 FightStick Pro as a map for which button corresponds with each action * Known Issues * There are still issues with some players trying to play online and getting crashes * There are still issues with the character select UI when playing online and then going into training mode
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