Punch Planet - Early Access - Sector-K Games


Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=3w5to34e0mw
Punch Planet - Early Access - Sector-K Games


Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=3w5to34e0mw
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.8.14 Patch Notes

https://docs.google.com/document/d/1ip-b9lg7EIijoUBV5OIRZ-3BjodnzsF7NhlnOmO-3QI/edit

0.1.8.14 * Audio * Updated wwise * Stages * Black Market * Added rain ambience sounds * Added police copter ambience sounds * Added lightning ambience sounds * Added left / right stage ambience sounds * Data * Input * Sequences * SPD * Changed input from Corner(Strict) -> Corner(Strict) -> Direction(Lenient) to Direction(Strict) -> Direction(Strict) -> Direction(Strict) -> Direction(Lenient) * Example input: * Old: Down_Backward -> Down_Forward -> Any_Up * New: Backward -> Down -> Forward -> Any_Up * Battle Camera * Main * Decreased wall padding from 9.0 to 8.75 * Main Object (View Point) * Decreased Y Position from 4.3 to 4.2 * Test * Added test camera * Values copied from the above Main values * Slightly more 2D / farther away look * Select it from the Gameplay -> Camera options menu * Decreased fov from 16 to 15 * Increased wall padding from 8.75 to 9.0 * Main Object (View Point) * Decreased Y Position from 4.2 to 4.1 * Decreased Z Distance from 52 to 56 * Target Object (Look Point) * Decreased Y Position from 6.0 to 5.9 * Meter * T-Meter * Decreased t-meter gain per frame from 1.1 to 1.05 * Meter per charge = 1000 * Old: 910 frames per charge * New: 953 frames per charge * This is global for all characters, might make it per character at some point * Character Hit Shake * Decreased amplitude from 0.15 to 0.05 * Increased frequency from 0.35 to 0.5 * Hit Stop * Light_Airborne: 10/18 => 11/19 * Medium_Airborne: 12/20 => 13/20 * Medium_Beefy: 15/20 => 16/20 * Medium_Cancellable / Medium_NonCancellable: 13/20 => 14/20 * Heavy_Airborne: 12/20 => 13/20 * Heavy_Beefy: 16/20 => 17/20 * Heavy_Cancellable / Heavy_NonCancellable: 14/20 => 15/20 * Special: 12/20 => 13/20 * Special_Airborne: 12/20 => 13/20 * Special_Beefy: 14/20 => 15/20 * Roy_Gunshot: 10/18 => 12/20 * Damage Scaling * Counter hits no longer increase combo scaling, if you follow up with a combo the second hit will do 100% damage * Old * Copied values from Main * Used to keep my old values available in case want to revert * Main * Increased global scale from 1.55 to 1.75 * Changed combo scaling list: * Old: [1.0, 1.0, 0.75, 0.5, 0.4, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.1] * New: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1] * Characters * All Characters * Animations * Added custom hold animation for being thrown by Dog's forward throw * Added custom hold animation for being thrown by all of TYara's throws * Moves * Jumps / JTC * Retracted hurt box extension from -1.0 to -1.5 * Empty jumps are harder to hit * JTC * Decreased damage scale value from 1 to 0 * No longer scales damage for landing this in a combo * ATC * Decreased t-meter gained on success from 750 to 650 * Costs 500 to use, decreases net gain from 250 to 150 * Supers * Decreased minimum combo damage scale from 0.5 to 0.4 * Generic * Collision Boxes * Big Body / Dog Body * Standing / Crouching * Retracted movement box width from [-1.6, 1.6] to [-1.5, 1.5] * Retracted grab box width from [-1.5, 1.5] to [-1.4, 1.4] * Notes: * This is the same as Medium body again (Roy / Cid) * Hurt box widths are unchanged, more combos are possible on these body types than before * Big Body * Standing * Retracted movement box top from 8.25 to 8.0 * Crouching * Retracted movement box top from 6.5 to 6.25 * Moves * Rise (Get Up) * Increased rise frames from 20 to 22 * Mostly to account for jump active frame increases * This will mess up any meaty timings, sorry! * Roy * General * Decreased damage scale from 1.0 to 0.975 * Moves * Jumps * Increased active frames from 38 to 40 * Decreased x velocity from 0.24 to 0.225 * Increased y velocity from 0.825 to 0.875 * Throw Backward * Adjusted defender's animation * Increased knee hit stun (pre-toss) from 16 to 18 * Increased toss x velocity from 0.75 to 1.0 * Cr.LK * Increased hit stun from 10 to 12 * Hit Advantage: * Link: [+1, +2] => [+3, +4] * CH Advantage: * Link: [+3, +4] => [+5, +6] * Notes: * Now chains into St.LP * Now combos into L.Headbutt * Cid * Audio * Now plays a sound when dash cancelling out of St.MP / St.HP * Moves * Walk Forward * Decreased move speed from 0.27 to 0.26 * Walk Backward * Decreased move speed from 0.16 to 0.15 * Jumps * Increased active frames from 38 to 40 * Decreased x velocity from 0.26 to 0.24 * Increased y velocity from 0.825 to 0.875 * Cr.MK * Increased base damage from 40 to 50 * Increased hit stun from 19 to 20 * Hit Advantage: * Link: [+3, +7] => [+4, +8] * s * Increased block stun from 18 to 19 * Block Advantage: * Link: [+2, +6] => [+3, +7] * DTC -> Attack: +4 => +5 * DTC -> Forward Dash: -5 => -4 * St.HP * Both Versions * Hit Box * Extended hit box top from 7.0 to 7.25 * Retracted hit box left from 2.0 to 3.0 * St.HK * Increased base damage from 60 to 70 * Grenade * L * Increased followthrough state frames from 12 to 14 * Hit Advantage: * Link: +3 => +1 * CH Advantage: * Link: +7 => +5 * Block Advantage: * Link: -7 => -9 * M * Increased followthrough state frames from 12 to 14 * Hit Advantage: * Link: +2 => +0 * CH Advantage: * Link: +6 => +4 * Block Advantage: * Link: -8 => -10 * H * Increased followthrough state frames from 12 to 14 * Hit Advantage: * Link: +1 => -1 * CH Advantage: * Link: +5 => +3 * Block Advantage: * Link: -9 => -11 * Dog * General * Increased damage scale from 0.95 to 0.975 * Moves * Walk Forward * Increased move speed from 0.2 to 0.21 * Walk Backward * Increased move speed from 0.125 to 0.135 * Jumps * Increased active frames from 42 to 44 * Decreased x velocity from 0.26 to 0.24 * Decreased y velocity from 0.75 to 0.725 * Decreased y accceleration from 0.035 to 0.0325 * St.LP / Cr.LP * Decreased pushback on block 2.1 to 1.75 * Increased followthrough state frames from 5 to 6 * Decreased recovery state frames from 4 to 3 * These have an affect on chain timing, delayed by one frame * Increased block stun from 9 to 11 * Block Advantage: * Link: [-2, +0] => [+0, +2] * Retracted hit box right from 5.25 to 5.0 * Retracted hurt box right from 4.75 to 4.5 * Cr.LK * Increased pushback on hit from 2.25 to 2.5 * Decreased pushback on block from 2.25 to 1.75 * Increased hit stun from 12 to 13 * Hit Advantage: * Link: [+1, +2] => [+2, +3] * CH Advantage: * Link: [+3, +4] => [+4, +5] * Notes: * Now combos into run -> slide * St.MP * Increased recovery state frames from 4 to 5 * Increased hit stun from 23 to 24 * Hit Advantage: * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +1 => +2 * CH Advantage: * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: +4 => +5 * Block Advantage: * Link: [-1, +1] => [-2, +0] * Jp.MP * Retracted back hit box bottom from 4.0 to 5.5 * Extended back hit box top from 6.5 to 7.5 * St.MK * Now special cancellable * Now super cancellable * Increased juggle value from 1 to 2 * Increased hit stun from 20 to 21 * Hit Advantage: * Link: [+3, +6] => [+4, +7] * DTC -> Attack: +6 => +7 * DTC -> Forward Dash: -2 => -1 * CH Advantage: * Link: [+6, +9] => [+7, +10] * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +1 => +2 * Cr.MK * Increased startup state frames from 7 to 8 * Dw.Fw.MK * Re-Enabled * Was previously Dw.Fw.HK * This is an overhead * St.HP * Increased juggle value from 3 to 4 * Decreased pushback on hit from 3.25 to 2.75 * Extended hit box top from 3.5 to 4.75 * Cr.HP * Increased base damage from 60 to 70 * St.HK * Increased base damage from 60 to 75 * No longer super cancellable * Decreased startup state frames from 12 to 10 * Decreased active state frames from 4 to 2 * Decreased followthrough state frames from 11 to 9 * Increased recovery state frames from 9 to 13 * Increased startup state animation x movement scale from 1.0 to 2.0 * Increased followthrough state animation x movement scale from 0.5 to 1.0 * Decreased push back on hit from 3.5 to 3.0 * Hit Box * Retracted right from 6.5 to 6.0 * Retracted top from 5.5 to 4.0 * Extended bottom from 2.0 to 1.5 * Hurt Box * Extended right from 5.5 to 6.25 * Extended top from 4.75 to 5.0 * Retracted bottom from 1.0 to 2.5 * Decreased hit stun from 25 to 24 * Decreased block stun from 19 to 17 * Hit Advantage: * Link: [+2, +5] => [+1, +2] * DTC -> Attack: +11 => +10 * DTC -> Forward Dash: +3 => +2 * CH Advantage: * Link: [+6, +7] => [+5, +8] * DTC -> Attack: +15 => +14 * DTC -> Forward Dash: +7 => +6 * Block Advantage: * Link: [-4, -1] => [-6, -5] * DTC -> Attack: +5 => +3 * DTC -> Forward Dash: -3 => -5 * Cr.HK * Decreased grounded juggle x velocity from 0.25 to 0.2 * Decreased airborne juggle x velocity from 0.25 to 0.2 * Decreased initial startup state (anticipation) frames from 7 to 6 * Total startup state frames decreased from 10 to 9 * Run (QCF.K) * L * Decreased x velocity from 0.4 to 0.3 * M * Decreased x velocity from 0.5 to 0.4 * H / EX * Decreased x velocity from 0.6 to 0.5 * Run -> Stop (QCF.K -> LK) * All Versions * Decreased animation x movement scale from 0.4 to 0.25 * Run -> Mid Strike (QCF.K -> MK) * Normal Version * Decreased recovery state frames from 7 to 5 * Total recovery decreased from 20 to 18 * Decreased hit stun from 25 to 23 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +11 => +9 * DTC -> Forward Dash: +3 => +1 * CH Advantage: * Link: [+7, +9] (unchanged) * DTC -> Attack: +15 => +13 * DTC -> Forward Dash: +7 => +5 * Block Advantage: * Link: [-12, -10] => [-10, -8] * DTC -> Attack: -4 (unchanged) * DTC -> Forward Dash: -12 (unchanged) * Pin Wheel (DP.P) * L * Increased x velocity from 0.0 to 0.15 * M * Increased x velocity from 0.15 to 0.3 * H * Increased x velocity from 0.3 to 0.4 * Pin Wheel -> Dive (DP.P -> P) * All Versions * Increased cancel window frames from pin wheel from [17, 27] to [19, 27] * Retracted hit box right from 3.5 to 3.25 * Retracted hit box bottom from 1.75 to 2.5 * Regular Version * Decreased x velocity from 0.45 to 0.425 * Decreased y velocity from 0.8 to 0.7 * Increased block stun from 14 to 15 * EX Version * Decreased x velocity from 0.7 to 0.675 * Decreased y velocity from 1.0 to 0.9 * Increased block stun from 15 to 16 * TYara * Moves * Jumps * Increased active frames from 40 to 42 * Decreased x velocity from 0.22 to 0.2 * Increased y velocity from 0.7 to 0.74 * St.LP * Retracted hit box right from 6.5 to 6.25 * Cr.LP * Now chains into St.LP / Cr.LP * Updated animation * Retracted hit box right from 6.25 to 6.0 * Increased followthrough state frames from 5 to 6 * Decreased recovery state frames from 5 to 4 * Decreased hit stun from 17 to 16 * Hit Advantage: * Link: [+6, +7] => [+5, +6] * CH Advantage: * Link: [+8, +9] => [+7, +8] * Decreased block stun from 14 to 11 * Block Advantage: * Link: [+3, +4] => [+0, +1] * St.LK * Increased hit stun from 14 to 15 * Hit Advantage: * Link: [+2, +4] => [+3, +5] * CH Advantage: * Link: [+4, +6] => [+5, +7] * Jp.MP * Increased followthrough state frames from 12 to 16 * Increased * St.HP * Now otgs hard knockdowns * Does not cause a hard knockdown when used as an otg, still does against airborne opponents * Decreased base damage from 60 to 50 * Cr.HP * Both Versions * Hit Box 1 * Increased hit / hurt box frames from [1, 2] to [1, 3] * Hit Box 2 * Decreased hit / hurt box frames from [3, 4] to [4, 4] * Jp.Dw.HP (Splash) * Increased active state frames from 9 to 13 * HeadLopper (QCB.P) * All Versions * Increased hit stun from 29 to 30 * Hit Advantage: * DTC -> Attack: +15 => +16 * DTC -> Forward Dash: +0 => +1 * CH Advantage: * DTC -> Attack: +19 => +20 * DTC -> Forward Dash: +4 => +5 * L / M / H * Now causes a hard knockdown against airborne / juggled opponents * Increased block stun from 22 to 23 * Block Advantage: * DTC -> Attack: +8 => +9 * DTC -> Forward Dash: -7 => -6 * L * Increased followthrough state frames from 15 to 16 * M * Increased followthrough state frames from 13 to 14 * H * Increased followthrough state frames from 11 to 12 * EX * Increased followthrough state frames from 17 to 18 * Increased block stun from 26 to 27 * Block Advantage: * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: -3 => -2 * SPD (360.P) * L * Retracted hit box right from 5.5 to 5.0 * EX * No longer grab invincible * Shield Charge (QCF.K) * All Versions * Decreased active state animation x movement scale from (1.0, 0.8, 0.65, 0.9) to 0.5 * L / M / H * Fast and Charged * Decreased corner push back from 4.9 to 3.0 * M / H * Fast and Charged * Extended hit box right from 5.0 to 6.0 * L * Post-Hold (Release) * Now grab invincible frames [1, 9] * M * Increased post-hold startup state frames from 8 to 9 * Total startup increased from 13 to 14 * Increased startup state animation x movement scale from 0.8 to 1.1 * Post-Hold (Release) * Now grab invincible frames [1, 10] * H * Post-Hold (Release) * Now grab invincible frames [1, 11] * EX * Retracted hit box top from 8.5 to 7.75 * Retracted hurt box top from 7.75 to 7.0 * Increased strike armor frames from [2, 15] to [2, 16] * Increased projectile armor frames from [2, 23] to [2, 24] * Added grab invincible frames [1, 16] * Increased followthrough state frames from 9 to 11 * Block Advantage: * Link: [-12, -4] => [-14, -6] * Flying Goddess (DP.K) * All Versions * Retracted hit box left from -2 to -1 * Unity * Removed PlayMakerGUI object from gameplay scene * Not sure why this was in the scene, mostly used for debugging purposes * This fixes the damn cursor never disappearing * Been trying to fix this shit for months lol * Battle Camera * Removed SSAO component * Code * DT_GameplayNetworkController.cs * Some work done to handle when two players cannot connect, but the crash will still happen for the time being * DT_Character.cs * Added functionality for not scaling combo damage when the hit is a counter hit * Should make this a toggle eventually * DT_InputDirectionData.cs * Removed unused direction inputType * Added global sort weight * Used to help sort move groups before the other input checks * Added local sort weight * Used to help sort move groups after the other input checks * MoveDataUtility.cs * Sort functions now take into account a move's directionData * DT_BattleCamera.cs * Removed all SSAO functionality * DT_ScreenSettings.cs * Removed all SSAO functionality * DT_GraphicsOptionsDialog.cs * Removed all SSAO functionality

Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.8.14 Patch Notes

https://docs.google.com/document/d/1ip-b9lg7EIijoUBV5OIRZ-3BjodnzsF7NhlnOmO-3QI/edit

0.1.8.14 * Audio * Updated wwise * Stages * Black Market * Added rain ambience sounds * Added police copter ambience sounds * Added lightning ambience sounds * Added left / right stage ambience sounds * Data * Input * Sequences * SPD * Changed input from Corner(Strict) -> Corner(Strict) -> Direction(Lenient) to Direction(Strict) -> Direction(Strict) -> Direction(Strict) -> Direction(Lenient) * Example input: * Old: Down_Backward -> Down_Forward -> Any_Up * New: Backward -> Down -> Forward -> Any_Up * Battle Camera * Main * Decreased wall padding from 9.0 to 8.75 * Main Object (View Point) * Decreased Y Position from 4.3 to 4.2 * Test * Added test camera * Values copied from the above Main values * Slightly more 2D / farther away look * Select it from the Gameplay -> Camera options menu * Decreased fov from 16 to 15 * Increased wall padding from 8.75 to 9.0 * Main Object (View Point) * Decreased Y Position from 4.2 to 4.1 * Decreased Z Distance from 52 to 56 * Target Object (Look Point) * Decreased Y Position from 6.0 to 5.9 * Meter * T-Meter * Decreased t-meter gain per frame from 1.1 to 1.05 * Meter per charge = 1000 * Old: 910 frames per charge * New: 953 frames per charge * This is global for all characters, might make it per character at some point * Character Hit Shake * Decreased amplitude from 0.15 to 0.05 * Increased frequency from 0.35 to 0.5 * Hit Stop * Light_Airborne: 10/18 => 11/19 * Medium_Airborne: 12/20 => 13/20 * Medium_Beefy: 15/20 => 16/20 * Medium_Cancellable / Medium_NonCancellable: 13/20 => 14/20 * Heavy_Airborne: 12/20 => 13/20 * Heavy_Beefy: 16/20 => 17/20 * Heavy_Cancellable / Heavy_NonCancellable: 14/20 => 15/20 * Special: 12/20 => 13/20 * Special_Airborne: 12/20 => 13/20 * Special_Beefy: 14/20 => 15/20 * Roy_Gunshot: 10/18 => 12/20 * Damage Scaling * Counter hits no longer increase combo scaling, if you follow up with a combo the second hit will do 100% damage * Old * Copied values from Main * Used to keep my old values available in case want to revert * Main * Increased global scale from 1.55 to 1.75 * Changed combo scaling list: * Old: [1.0, 1.0, 0.75, 0.5, 0.4, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.1] * New: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1] * Characters * All Characters * Animations * Added custom hold animation for being thrown by Dog's forward throw * Added custom hold animation for being thrown by all of TYara's throws * Moves * Jumps / JTC * Retracted hurt box extension from -1.0 to -1.5 * Empty jumps are harder to hit * JTC * Decreased damage scale value from 1 to 0 * No longer scales damage for landing this in a combo * ATC * Decreased t-meter gained on success from 750 to 650 * Costs 500 to use, decreases net gain from 250 to 150 * Supers * Decreased minimum combo damage scale from 0.5 to 0.4 * Generic * Collision Boxes * Big Body / Dog Body * Standing / Crouching * Retracted movement box width from [-1.6, 1.6] to [-1.5, 1.5] * Retracted grab box width from [-1.5, 1.5] to [-1.4, 1.4] * Notes: * This is the same as Medium body again (Roy / Cid) * Hurt box widths are unchanged, more combos are possible on these body types than before * Big Body * Standing * Retracted movement box top from 8.25 to 8.0 * Crouching * Retracted movement box top from 6.5 to 6.25 * Moves * Rise (Get Up) * Increased rise frames from 20 to 22 * Mostly to account for jump active frame increases * This will mess up any meaty timings, sorry! * Roy * General * Decreased damage scale from 1.0 to 0.975 * Moves * Jumps * Increased active frames from 38 to 40 * Decreased x velocity from 0.24 to 0.225 * Increased y velocity from 0.825 to 0.875 * Throw Backward * Adjusted defender's animation * Increased knee hit stun (pre-toss) from 16 to 18 * Increased toss x velocity from 0.75 to 1.0 * Cr.LK * Increased hit stun from 10 to 12 * Hit Advantage: * Link: [+1, +2] => [+3, +4] * CH Advantage: * Link: [+3, +4] => [+5, +6] * Notes: * Now chains into St.LP * Now combos into L.Headbutt * Cid * Audio * Now plays a sound when dash cancelling out of St.MP / St.HP * Moves * Walk Forward * Decreased move speed from 0.27 to 0.26 * Walk Backward * Decreased move speed from 0.16 to 0.15 * Jumps * Increased active frames from 38 to 40 * Decreased x velocity from 0.26 to 0.24 * Increased y velocity from 0.825 to 0.875 * Cr.MK * Increased base damage from 40 to 50 * Increased hit stun from 19 to 20 * Hit Advantage: * Link: [+3, +7] => [+4, +8] * s * Increased block stun from 18 to 19 * Block Advantage: * Link: [+2, +6] => [+3, +7] * DTC -> Attack: +4 => +5 * DTC -> Forward Dash: -5 => -4 * St.HP * Both Versions * Hit Box * Extended hit box top from 7.0 to 7.25 * Retracted hit box left from 2.0 to 3.0 * St.HK * Increased base damage from 60 to 70 * Grenade * L * Increased followthrough state frames from 12 to 14 * Hit Advantage: * Link: +3 => +1 * CH Advantage: * Link: +7 => +5 * Block Advantage: * Link: -7 => -9 * M * Increased followthrough state frames from 12 to 14 * Hit Advantage: * Link: +2 => +0 * CH Advantage: * Link: +6 => +4 * Block Advantage: * Link: -8 => -10 * H * Increased followthrough state frames from 12 to 14 * Hit Advantage: * Link: +1 => -1 * CH Advantage: * Link: +5 => +3 * Block Advantage: * Link: -9 => -11 * Dog * General * Increased damage scale from 0.95 to 0.975 * Moves * Walk Forward * Increased move speed from 0.2 to 0.21 * Walk Backward * Increased move speed from 0.125 to 0.135 * Jumps * Increased active frames from 42 to 44 * Decreased x velocity from 0.26 to 0.24 * Decreased y velocity from 0.75 to 0.725 * Decreased y accceleration from 0.035 to 0.0325 * St.LP / Cr.LP * Decreased pushback on block 2.1 to 1.75 * Increased followthrough state frames from 5 to 6 * Decreased recovery state frames from 4 to 3 * These have an affect on chain timing, delayed by one frame * Increased block stun from 9 to 11 * Block Advantage: * Link: [-2, +0] => [+0, +2] * Retracted hit box right from 5.25 to 5.0 * Retracted hurt box right from 4.75 to 4.5 * Cr.LK * Increased pushback on hit from 2.25 to 2.5 * Decreased pushback on block from 2.25 to 1.75 * Increased hit stun from 12 to 13 * Hit Advantage: * Link: [+1, +2] => [+2, +3] * CH Advantage: * Link: [+3, +4] => [+4, +5] * Notes: * Now combos into run -> slide * St.MP * Increased recovery state frames from 4 to 5 * Increased hit stun from 23 to 24 * Hit Advantage: * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +1 => +2 * CH Advantage: * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: +4 => +5 * Block Advantage: * Link: [-1, +1] => [-2, +0] * Jp.MP * Retracted back hit box bottom from 4.0 to 5.5 * Extended back hit box top from 6.5 to 7.5 * St.MK * Now special cancellable * Now super cancellable * Increased juggle value from 1 to 2 * Increased hit stun from 20 to 21 * Hit Advantage: * Link: [+3, +6] => [+4, +7] * DTC -> Attack: +6 => +7 * DTC -> Forward Dash: -2 => -1 * CH Advantage: * Link: [+6, +9] => [+7, +10] * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +1 => +2 * Cr.MK * Increased startup state frames from 7 to 8 * Dw.Fw.MK * Re-Enabled * Was previously Dw.Fw.HK * This is an overhead * St.HP * Increased juggle value from 3 to 4 * Decreased pushback on hit from 3.25 to 2.75 * Extended hit box top from 3.5 to 4.75 * Cr.HP * Increased base damage from 60 to 70 * St.HK * Increased base damage from 60 to 75 * No longer super cancellable * Decreased startup state frames from 12 to 10 * Decreased active state frames from 4 to 2 * Decreased followthrough state frames from 11 to 9 * Increased recovery state frames from 9 to 13 * Increased startup state animation x movement scale from 1.0 to 2.0 * Increased followthrough state animation x movement scale from 0.5 to 1.0 * Decreased push back on hit from 3.5 to 3.0 * Hit Box * Retracted right from 6.5 to 6.0 * Retracted top from 5.5 to 4.0 * Extended bottom from 2.0 to 1.5 * Hurt Box * Extended right from 5.5 to 6.25 * Extended top from 4.75 to 5.0 * Retracted bottom from 1.0 to 2.5 * Decreased hit stun from 25 to 24 * Decreased block stun from 19 to 17 * Hit Advantage: * Link: [+2, +5] => [+1, +2] * DTC -> Attack: +11 => +10 * DTC -> Forward Dash: +3 => +2 * CH Advantage: * Link: [+6, +7] => [+5, +8] * DTC -> Attack: +15 => +14 * DTC -> Forward Dash: +7 => +6 * Block Advantage: * Link: [-4, -1] => [-6, -5] * DTC -> Attack: +5 => +3 * DTC -> Forward Dash: -3 => -5 * Cr.HK * Decreased grounded juggle x velocity from 0.25 to 0.2 * Decreased airborne juggle x velocity from 0.25 to 0.2 * Decreased initial startup state (anticipation) frames from 7 to 6 * Total startup state frames decreased from 10 to 9 * Run (QCF.K) * L * Decreased x velocity from 0.4 to 0.3 * M * Decreased x velocity from 0.5 to 0.4 * H / EX * Decreased x velocity from 0.6 to 0.5 * Run -> Stop (QCF.K -> LK) * All Versions * Decreased animation x movement scale from 0.4 to 0.25 * Run -> Mid Strike (QCF.K -> MK) * Normal Version * Decreased recovery state frames from 7 to 5 * Total recovery decreased from 20 to 18 * Decreased hit stun from 25 to 23 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +11 => +9 * DTC -> Forward Dash: +3 => +1 * CH Advantage: * Link: [+7, +9] (unchanged) * DTC -> Attack: +15 => +13 * DTC -> Forward Dash: +7 => +5 * Block Advantage: * Link: [-12, -10] => [-10, -8] * DTC -> Attack: -4 (unchanged) * DTC -> Forward Dash: -12 (unchanged) * Pin Wheel (DP.P) * L * Increased x velocity from 0.0 to 0.15 * M * Increased x velocity from 0.15 to 0.3 * H * Increased x velocity from 0.3 to 0.4 * Pin Wheel -> Dive (DP.P -> P) * All Versions * Increased cancel window frames from pin wheel from [17, 27] to [19, 27] * Retracted hit box right from 3.5 to 3.25 * Retracted hit box bottom from 1.75 to 2.5 * Regular Version * Decreased x velocity from 0.45 to 0.425 * Decreased y velocity from 0.8 to 0.7 * Increased block stun from 14 to 15 * EX Version * Decreased x velocity from 0.7 to 0.675 * Decreased y velocity from 1.0 to 0.9 * Increased block stun from 15 to 16 * TYara * Moves * Jumps * Increased active frames from 40 to 42 * Decreased x velocity from 0.22 to 0.2 * Increased y velocity from 0.7 to 0.74 * St.LP * Retracted hit box right from 6.5 to 6.25 * Cr.LP * Now chains into St.LP / Cr.LP * Updated animation * Retracted hit box right from 6.25 to 6.0 * Increased followthrough state frames from 5 to 6 * Decreased recovery state frames from 5 to 4 * Decreased hit stun from 17 to 16 * Hit Advantage: * Link: [+6, +7] => [+5, +6] * CH Advantage: * Link: [+8, +9] => [+7, +8] * Decreased block stun from 14 to 11 * Block Advantage: * Link: [+3, +4] => [+0, +1] * St.LK * Increased hit stun from 14 to 15 * Hit Advantage: * Link: [+2, +4] => [+3, +5] * CH Advantage: * Link: [+4, +6] => [+5, +7] * Jp.MP * Increased followthrough state frames from 12 to 16 * Increased * St.HP * Now otgs hard knockdowns * Does not cause a hard knockdown when used as an otg, still does against airborne opponents * Decreased base damage from 60 to 50 * Cr.HP * Both Versions * Hit Box 1 * Increased hit / hurt box frames from [1, 2] to [1, 3] * Hit Box 2 * Decreased hit / hurt box frames from [3, 4] to [4, 4] * Jp.Dw.HP (Splash) * Increased active state frames from 9 to 13 * HeadLopper (QCB.P) * All Versions * Increased hit stun from 29 to 30 * Hit Advantage: * DTC -> Attack: +15 => +16 * DTC -> Forward Dash: +0 => +1 * CH Advantage: * DTC -> Attack: +19 => +20 * DTC -> Forward Dash: +4 => +5 * L / M / H * Now causes a hard knockdown against airborne / juggled opponents * Increased block stun from 22 to 23 * Block Advantage: * DTC -> Attack: +8 => +9 * DTC -> Forward Dash: -7 => -6 * L * Increased followthrough state frames from 15 to 16 * M * Increased followthrough state frames from 13 to 14 * H * Increased followthrough state frames from 11 to 12 * EX * Increased followthrough state frames from 17 to 18 * Increased block stun from 26 to 27 * Block Advantage: * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: -3 => -2 * SPD (360.P) * L * Retracted hit box right from 5.5 to 5.0 * EX * No longer grab invincible * Shield Charge (QCF.K) * All Versions * Decreased active state animation x movement scale from (1.0, 0.8, 0.65, 0.9) to 0.5 * L / M / H * Fast and Charged * Decreased corner push back from 4.9 to 3.0 * M / H * Fast and Charged * Extended hit box right from 5.0 to 6.0 * L * Post-Hold (Release) * Now grab invincible frames [1, 9] * M * Increased post-hold startup state frames from 8 to 9 * Total startup increased from 13 to 14 * Increased startup state animation x movement scale from 0.8 to 1.1 * Post-Hold (Release) * Now grab invincible frames [1, 10] * H * Post-Hold (Release) * Now grab invincible frames [1, 11] * EX * Retracted hit box top from 8.5 to 7.75 * Retracted hurt box top from 7.75 to 7.0 * Increased strike armor frames from [2, 15] to [2, 16] * Increased projectile armor frames from [2, 23] to [2, 24] * Added grab invincible frames [1, 16] * Increased followthrough state frames from 9 to 11 * Block Advantage: * Link: [-12, -4] => [-14, -6] * Flying Goddess (DP.K) * All Versions * Retracted hit box left from -2 to -1 * Unity * Removed PlayMakerGUI object from gameplay scene * Not sure why this was in the scene, mostly used for debugging purposes * This fixes the damn cursor never disappearing * Been trying to fix this shit for months lol * Battle Camera * Removed SSAO component * Code * DT_GameplayNetworkController.cs * Some work done to handle when two players cannot connect, but the crash will still happen for the time being * DT_Character.cs * Added functionality for not scaling combo damage when the hit is a counter hit * Should make this a toggle eventually * DT_InputDirectionData.cs * Removed unused direction inputType * Added global sort weight * Used to help sort move groups before the other input checks * Added local sort weight * Used to help sort move groups after the other input checks * MoveDataUtility.cs * Sort functions now take into account a move's directionData * DT_BattleCamera.cs * Removed all SSAO functionality * DT_ScreenSettings.cs * Removed all SSAO functionality * DT_GraphicsOptionsDialog.cs * Removed all SSAO functionality

Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=fOH6-8-hOcg
https://www.twitch.tv/punchplanetgame
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=fOH6-8-hOcg
https://www.twitch.tv/punchplanetgame
Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.13 Patch Notes

https://docs.google.com/document/d/1JCL2T1-PUM4HFxsu6ZctZsdJmhgStuv610gVekndVEg/edit
0.1.8.13 * GGPO * Port changed from 8001 to 7000 * This is the same port that ggpo and fightcade use * Increased max frame delay from 4 to 8 * Data * Hit Freeze Data * Parry Data * Increased additional defender frames from 7 to 8 * Battle Camera * Main * Main Object * Decreased Scale Y Position from 8.0 to 7.5 * Target Object * Decreased Scale Y Position from 8.5 to 8.0 * Move Controller Data * Decreased Kara Cancel frames from 2 to 1 * This was set to 2 to account for how the move logic was set up before last patch. With the new logic, this should be reduced to it's correct value of 1 frame * Input * Sequences * SPD * Adjusted all valid inputs from lenieny directions to strict corner -> strict corner -> lenient opposite direction * Example start direction and rotation direction: * Old: AnyForward -> AnyDown -> AnyBackward -> AnyUp * New: DownForward -> DownBackward -> AnyUp * Characters * All Characters * Moves * Resets * Increased y acceleration on all resets from 0.035 to 0.0375 * Should be about 2 frames less in the air if done as low as possible * Dash Forward * Can no longer cancel into JTC during the recovery state * These are the last 6 frames of a character's dash * Now that the JTC input can be done with forward + mp + mk, this made doing dash -> atc very difficult because it needed to be frame perfect or else you'd get a JTC on the end of the dash * DTC * During the active state (when you can attack), ATC is now checked before everything else, instead of after specials and jumps. * This fixes an issue where JTC would override ATC when input during this state, since JTC is part of a character's special moves list and ATC is part of its own. * JTC * Attack * Increased base damage from 30 to 40 * Landing (After Attack) * Increased recovery frames from 4 to 5 * Increased cancel window start by 1 * Hit Advantage: * Link: [+2, +7] => [+1, +6] * CH Advantage: * Link: [+5, +10] => [+4, +9] * Block Advantage: * Link: [-6, -1] => [-7, -2] * Roy * General * Decreased meter scale from 0.9 to 0.85 * Moves * Walk Forward * Decreased move speed from 0.25 to 0.24 * Walk Backward * Decreased move speed from 0.155 to 0.15 * St.MP * Increased block stun from 14 to 17 * Block Advantage: * Link: [-2, -1] => [+1, +2] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -9 => -6 * Jp.HK * Updated animation * Extended hit box top from 3.5 to 5.0 * Extended hit box right from 5.25 to 5.5 * Retracted hit box bottom from 2.0 to 3.0 * Extended hurt box left from 2.2 to 1.5 * Extended hurt box right from 5.5 to 6.0 * Retracted hurt box bottom from 1.6 to 2.5 * Gunshot * L * Decreased meter gained on use from 100 to 60 * Decreased base block damage from 15 to 10 * Decreased block stun from 16 to 12 * Block Advantage: * Link: [-4, -2] => [-8, -6] * DTC -> Attack: +2 => -2 * DTC -> Forward Dash: -7 => -11 * EX * No longer breaks armor * Super Punch * Decreased base damage from 280 to 270 * Increased effective startup frames from 4 to 6 * Notes: * St.MK -> Super.Punch is now CH only * Cid * Moves * St.MK * Increased base damage from 40 to 50 * Jp.HK * Broke startup state into two separate states * Startup State 1 * Set to 11 frames * Startup State 2 * Set to 3 frames * Total startup frames increased from 12 to 14 * Increased block stun from 10 to 13 * Knife Rush * EX * Decreased wall bounce y acceleration on airborne opponent from 0.035 to 0.03 * Knife Wheel * EX * No longer breaks armor * Grenade (Projectile) * EX * Extended second hit hit box width from [-1.5, 1.5] to [-1.75, 1.75] * Super Ball * Adjusted animation movement for startup / active frames * Extended all hit boxes right from 4.5 to 5.25 * Dog * Moves * St.LP * Increased push back on hit and block from 2.0 to 2.1 * Cr.LP * Increased push back on hit and block from 2.0 to 2.1 * St.LK * Increased startup state frames from 3 to 4 * Cr.MP * Extended hit box right from 6.25 to 6.4 * Jp.MP * Extended back hit box bottom from 4.5 to 4.0 * Extended front hit box bottom from 5.5 to 5.0 * Extended hurt box bottom from 4.25 to 3.75 * Decreased block stun from 10 to 6 * Notes: * Generally, should hit higher up and will not be a block string into St.LP / Cr.LP * St.MK * Decreased push back on hit from 2.5 to 2.25 * Decreased push back on block from 2.0 to 1.75 * St.HP * Decreased initial startup state frames from 7 to 6 * Total startup frames decreased from 10 to 9 * Decreased push back on hit from 3.5 to 3.25 * Cr.HK * Now has different juggle physics when juggled into * Pin Wheel -> Dive * All Versions * Increased cancel window from pin wheel from frames [17, 25] to [17, 27] * Retracted hit box right from 4.0 to 3.5 * Retracted hurt box right from 4.5 to 4.0 * Increased juggle remove value from 0 to 1 * Juggle value required is still 0 * Notes: * These are reversions from the previous patch * Run -> Mid Strike * Regular Version * Broke startup state into two separate states * Startup State 1 * Set to 6 frames * Startup State 2 * Set to 4 frames * Total startup frames remains 10 * Run -> Leap Strike * EX * No longer breaks armor * TYara * Moves * Cr.HP * Both Versions * Retracted second hit box bottom from 6.9 to 7.6 * Should not hit crouching opponents * Fast * Decreased block stun from 23 to 22 * Block Advantage: * Link: [-6, -3] => [-7, -4] * DTC -> Attack: +9 => +8 * DTC -> Forward Dash: -6 => -7 * Charged * Decreased active state frames from 8 to 4 * Increased followthrough state frames from 15 to 19 * Block Advantage: * Link: [-2, +5] => [-2, +1] * Shield Charge (Shield) * L / M / H * Animation now blends between hold -> release startup * Should help with this move feeling jittery sometimes * Synced sound and shield bash fx frames * L * Shield bash FX scale increased from 1.0 to 1.5 * M * Shield bash FX scale increased from 1.0 to 2.0 * H * Shield bash FX scale increased from 1.0 to 2.5 * EX * Initial armor frames now apply to projectiles as well as strikes * Head Lopper (Chop) * L * Decreased startup state frames from 19 to 15 * EX * Second hit no longer breaks armor * Code * DT_CharacterShaderController * Optimized how each shader channel is referenced. Should be a lot faster especially when rollbacks happen. * Now stops all meter flashes (armor, ex, etc) at the beginning of the game, fixes these being persistent after restarting in training mode * DT_GameEffect * Optimized how each game effect updates its trail renderers and particle systems * Optimized how rotation is tracked and set (eulerAngles => quaternions) * Optimized how child game effects are stored and iterated on * No longer supports randomized direction on play * Was only used with a certain part of hit sparks (the thin portion) * Need to remove all RNG from the code base even if it's not gameplay specific * DT_CharacterModel * Optimized how character geometry is stored and iterated on * DT_EntityModel * Optimized how entities store and iterate on * DT_CollisionBox * When refreshing the game state, SetTransformPosition is now only called on collision boxes that are active (in use) * DT_MoveController * Adjusted how landing frames are calculated for the frame advantage value * Should be correct now for jumping attacks and jtc * Increased move cache size from 3 to 10 * There was an issue when using more than one new moves in a single frame. Basically at any given point there is a Previous / Current / Queued move. If there was already a Previous / Current in use, and if a frame had to allocate more than one new move (for the Queued move) they would both be referencing that same object and cause undesired effects. * This mainly fixes a desync caused by moves with AutoTechThrows = true, which is only used by normal throws. If one player throws the other while they are also trying to throw, the game counts this as an auto tech. The error would happen when queuing up the throw break move for the attacker, the data would get overriden and end up bypassing the freeze frames and going directly into the animation. This would potentially happen differently on each client and would very easily cause a desync. * Troubleshooting this, I also removed the auto tech functionality for dummies in training, so they will no longer tech throws if they are supposed to be blocking. * DT_UIAnimationController * Now sets animation speed to zero when playing animations that are controlled by the game loop * DT_GameState_Interface * Removed UpdateState function * This was called before saving a state but it really wasn't serving a purpose and nothing actually relied on this functionality * DT_GameStateController * Now resets game states when they are freed by ggpo * Could be less performant but it will help determine if desyncs are related to this * DT_SideHitUI * Fixed not hiding correctly when restarting a game in training mode * DT_ProjectileController * Fixed projectiles not being deactivated when restarting a game in training mode * DT_CloneController * Fixed clone not being deactivated when restarting a game in training mode * DT_GameplayUIController * Fixed gameplay ui being invisible when restarting the game in training mode, during a super freeze
Punch Planet - Early Access - Sector-K Games
Punch Planet Version 0.1.8.13 Patch Notes

https://docs.google.com/document/d/1JCL2T1-PUM4HFxsu6ZctZsdJmhgStuv610gVekndVEg/edit
0.1.8.13 * GGPO * Port changed from 8001 to 7000 * This is the same port that ggpo and fightcade use * Increased max frame delay from 4 to 8 * Data * Hit Freeze Data * Parry Data * Increased additional defender frames from 7 to 8 * Battle Camera * Main * Main Object * Decreased Scale Y Position from 8.0 to 7.5 * Target Object * Decreased Scale Y Position from 8.5 to 8.0 * Move Controller Data * Decreased Kara Cancel frames from 2 to 1 * This was set to 2 to account for how the move logic was set up before last patch. With the new logic, this should be reduced to it's correct value of 1 frame * Input * Sequences * SPD * Adjusted all valid inputs from lenieny directions to strict corner -> strict corner -> lenient opposite direction * Example start direction and rotation direction: * Old: AnyForward -> AnyDown -> AnyBackward -> AnyUp * New: DownForward -> DownBackward -> AnyUp * Characters * All Characters * Moves * Resets * Increased y acceleration on all resets from 0.035 to 0.0375 * Should be about 2 frames less in the air if done as low as possible * Dash Forward * Can no longer cancel into JTC during the recovery state * These are the last 6 frames of a character's dash * Now that the JTC input can be done with forward + mp + mk, this made doing dash -> atc very difficult because it needed to be frame perfect or else you'd get a JTC on the end of the dash * DTC * During the active state (when you can attack), ATC is now checked before everything else, instead of after specials and jumps. * This fixes an issue where JTC would override ATC when input during this state, since JTC is part of a character's special moves list and ATC is part of its own. * JTC * Attack * Increased base damage from 30 to 40 * Landing (After Attack) * Increased recovery frames from 4 to 5 * Increased cancel window start by 1 * Hit Advantage: * Link: [+2, +7] => [+1, +6] * CH Advantage: * Link: [+5, +10] => [+4, +9] * Block Advantage: * Link: [-6, -1] => [-7, -2] * Roy * General * Decreased meter scale from 0.9 to 0.85 * Moves * Walk Forward * Decreased move speed from 0.25 to 0.24 * Walk Backward * Decreased move speed from 0.155 to 0.15 * St.MP * Increased block stun from 14 to 17 * Block Advantage: * Link: [-2, -1] => [+1, +2] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -9 => -6 * Jp.HK * Updated animation * Extended hit box top from 3.5 to 5.0 * Extended hit box right from 5.25 to 5.5 * Retracted hit box bottom from 2.0 to 3.0 * Extended hurt box left from 2.2 to 1.5 * Extended hurt box right from 5.5 to 6.0 * Retracted hurt box bottom from 1.6 to 2.5 * Gunshot * L * Decreased meter gained on use from 100 to 60 * Decreased base block damage from 15 to 10 * Decreased block stun from 16 to 12 * Block Advantage: * Link: [-4, -2] => [-8, -6] * DTC -> Attack: +2 => -2 * DTC -> Forward Dash: -7 => -11 * EX * No longer breaks armor * Super Punch * Decreased base damage from 280 to 270 * Increased effective startup frames from 4 to 6 * Notes: * St.MK -> Super.Punch is now CH only * Cid * Moves * St.MK * Increased base damage from 40 to 50 * Jp.HK * Broke startup state into two separate states * Startup State 1 * Set to 11 frames * Startup State 2 * Set to 3 frames * Total startup frames increased from 12 to 14 * Increased block stun from 10 to 13 * Knife Rush * EX * Decreased wall bounce y acceleration on airborne opponent from 0.035 to 0.03 * Knife Wheel * EX * No longer breaks armor * Grenade (Projectile) * EX * Extended second hit hit box width from [-1.5, 1.5] to [-1.75, 1.75] * Super Ball * Adjusted animation movement for startup / active frames * Extended all hit boxes right from 4.5 to 5.25 * Dog * Moves * St.LP * Increased push back on hit and block from 2.0 to 2.1 * Cr.LP * Increased push back on hit and block from 2.0 to 2.1 * St.LK * Increased startup state frames from 3 to 4 * Cr.MP * Extended hit box right from 6.25 to 6.4 * Jp.MP * Extended back hit box bottom from 4.5 to 4.0 * Extended front hit box bottom from 5.5 to 5.0 * Extended hurt box bottom from 4.25 to 3.75 * Decreased block stun from 10 to 6 * Notes: * Generally, should hit higher up and will not be a block string into St.LP / Cr.LP * St.MK * Decreased push back on hit from 2.5 to 2.25 * Decreased push back on block from 2.0 to 1.75 * St.HP * Decreased initial startup state frames from 7 to 6 * Total startup frames decreased from 10 to 9 * Decreased push back on hit from 3.5 to 3.25 * Cr.HK * Now has different juggle physics when juggled into * Pin Wheel -> Dive * All Versions * Increased cancel window from pin wheel from frames [17, 25] to [17, 27] * Retracted hit box right from 4.0 to 3.5 * Retracted hurt box right from 4.5 to 4.0 * Increased juggle remove value from 0 to 1 * Juggle value required is still 0 * Notes: * These are reversions from the previous patch * Run -> Mid Strike * Regular Version * Broke startup state into two separate states * Startup State 1 * Set to 6 frames * Startup State 2 * Set to 4 frames * Total startup frames remains 10 * Run -> Leap Strike * EX * No longer breaks armor * TYara * Moves * Cr.HP * Both Versions * Retracted second hit box bottom from 6.9 to 7.6 * Should not hit crouching opponents * Fast * Decreased block stun from 23 to 22 * Block Advantage: * Link: [-6, -3] => [-7, -4] * DTC -> Attack: +9 => +8 * DTC -> Forward Dash: -6 => -7 * Charged * Decreased active state frames from 8 to 4 * Increased followthrough state frames from 15 to 19 * Block Advantage: * Link: [-2, +5] => [-2, +1] * Shield Charge (Shield) * L / M / H * Animation now blends between hold -> release startup * Should help with this move feeling jittery sometimes * Synced sound and shield bash fx frames * L * Shield bash FX scale increased from 1.0 to 1.5 * M * Shield bash FX scale increased from 1.0 to 2.0 * H * Shield bash FX scale increased from 1.0 to 2.5 * EX * Initial armor frames now apply to projectiles as well as strikes * Head Lopper (Chop) * L * Decreased startup state frames from 19 to 15 * EX * Second hit no longer breaks armor * Code * DT_CharacterShaderController * Optimized how each shader channel is referenced. Should be a lot faster especially when rollbacks happen. * Now stops all meter flashes (armor, ex, etc) at the beginning of the game, fixes these being persistent after restarting in training mode * DT_GameEffect * Optimized how each game effect updates its trail renderers and particle systems * Optimized how rotation is tracked and set (eulerAngles => quaternions) * Optimized how child game effects are stored and iterated on * No longer supports randomized direction on play * Was only used with a certain part of hit sparks (the thin portion) * Need to remove all RNG from the code base even if it's not gameplay specific * DT_CharacterModel * Optimized how character geometry is stored and iterated on * DT_EntityModel * Optimized how entities store and iterate on * DT_CollisionBox * When refreshing the game state, SetTransformPosition is now only called on collision boxes that are active (in use) * DT_MoveController * Adjusted how landing frames are calculated for the frame advantage value * Should be correct now for jumping attacks and jtc * Increased move cache size from 3 to 10 * There was an issue when using more than one new moves in a single frame. Basically at any given point there is a Previous / Current / Queued move. If there was already a Previous / Current in use, and if a frame had to allocate more than one new move (for the Queued move) they would both be referencing that same object and cause undesired effects. * This mainly fixes a desync caused by moves with AutoTechThrows = true, which is only used by normal throws. If one player throws the other while they are also trying to throw, the game counts this as an auto tech. The error would happen when queuing up the throw break move for the attacker, the data would get overriden and end up bypassing the freeze frames and going directly into the animation. This would potentially happen differently on each client and would very easily cause a desync. * Troubleshooting this, I also removed the auto tech functionality for dummies in training, so they will no longer tech throws if they are supposed to be blocking. * DT_UIAnimationController * Now sets animation speed to zero when playing animations that are controlled by the game loop * DT_GameState_Interface * Removed UpdateState function * This was called before saving a state but it really wasn't serving a purpose and nothing actually relied on this functionality * DT_GameStateController * Now resets game states when they are freed by ggpo * Could be less performant but it will help determine if desyncs are related to this * DT_SideHitUI * Fixed not hiding correctly when restarting a game in training mode * DT_ProjectileController * Fixed projectiles not being deactivated when restarting a game in training mode * DT_CloneController * Fixed clone not being deactivated when restarting a game in training mode * DT_GameplayUIController * Fixed gameplay ui being invisible when restarting the game in training mode, during a super freeze
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=qcFxURvnYxs
https://www.twitch.tv/punchplanetgame
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

Last week's featured new character dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?v=qcFxURvnYxs
https://www.twitch.tv/punchplanetgame
...