Punch Planet - Early Access - Sector-K Games

Galactic Citizens, Punch Planet has been selected for the Indie Exchange GDC 2018 MIX Showcase! March 19th in SF.

Register Today > http://www.mediaindieexchange.com/event/gdcweek2018/
Punch Planet - Early Access - Sector-K Games

Galactic Citizens, Punch Planet has been selected for the Indie Exchange GDC 2018 MIX Showcase! March 19th in SF.

Register Today > http://www.mediaindieexchange.com/event/gdcweek2018/
Punch Planet - Early Access - Sector-K Games

Galactic Citizens, check out this feature on Geek.com about the coolest indie games they played at Indiecade East

https://www.geek.com/games/the-coolest-games-we-played-at-indiecade-east-2018-1731665/
Punch Planet - Early Access - Sector-K Games

Galactic Citizens, check out this feature on Geek.com about the coolest indie games they played at Indiecade East

https://www.geek.com/games/the-coolest-games-we-played-at-indiecade-east-2018-1731665/
Feb 19, 2018
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.9.c Patch Notes

https://docs.google.com/document/d/1j0OHV9uHgh9z_WNg6YqODBZtUPO3ZkIlx8rgUS2f8ig/edit

0.1.9.c * Data * Characters * All Characters * Extended grab / hurt boxes * No longer applied to states marked as startup * Moves * Throws * Removed extended hurt box * Now transition into Attack_Special_Standing like other special moves * This allows the same leniency when doing a followup move after it whiffs * Generic * Collision Boxes * All Body Types * Increased all movement box width by 0.4 * Increased all hurt box width by 0.6 * Increased all grab box width by 0.4 * Roy * Moves * Throw Backward * Fixed not removing juggle value * St.LK * Updated animation * Extended hit box right from 3.5 to 3.75 * Increased hit stun from 16 to 18 * Hit Advantage: * Link: [+3, +4] => [+5, +6] * CH Advantage: * Link: [+5, +6] => [+7, +8] * Decreased block stun from 11 to 10 * Block Advantage: * Link: [-2, -1] => [-3, -2] * Cid * General * Decreased damage scale from 1.0 to 0.975 * Moves * Cr.MP * Both Versions * Decreased anticipation startup state (pre-hold) frames from 5 to 4 * Dog * Animations * Updated RoundWin * Updated MatchWin * Updated CharacterSelect * Updated Super Freeze * Moves * Throw Forward * Changed defender hold animation from Dog_Thrown to Standing_Block_High * Throw Backward * Changed defender hold animation from Dog_Thrown to Standing_Block_High * TYara * General * Decreased damage scale from 0.925 to 0.9 * Animations * Updated CharacterSelect * Updated RoundWin * Updated 720 Super Freeze * Battle Camera * Main * Decreased wall padding from 9.0 to 8.5 * Main Object (Eye) * Increased Y Position from 4.1 to 4.2 * Increased Z Distance from 52 to 53 * Target Object (Look Position) * Increased Y Position from 6.0 to 6.1 * Push Back * Decreased scale factor from 6.0 to 5.0 * Push back will happen slightly slower * Values * Attack_GrabBox_Extend_Right * Decreased from 0.0 to 0.5 * Code * Animation Controller * Added UseClampCheck toggle, set to false * This specifies whether animations will check against the timing of the animation when choosing how to clamp * If set to true * animations that are run at 1:1 speed will never run the clamp logic * animations that are run faster than 1:1 speed will always use clamp logic * animations that are run slower than 1:1 speed will defer to the indidvidual clamp flag (case by case) * If set to false * always uses the individual clamp flag * The clamp logic was originally added to not need to run the clamp math on animations that didn't need it. * Now always runs the clamp calculation, regardless if it will be used or not. Overall this will be slightly less performant in some cases, but more consistent. * Added clamp type override to individual animation data * clamp type is how the sub-frame is clamped to the correct frame * ie, if a sub-frame value is 1.55: * Ceil: frame 1.55 => frame 2 * Round: frame 1.55 => frame 2 * Floor: frame 1.55 => frame 1 * Position Controller * Corner push back is now applied on airborne attackers with x velocity = 0 * Previously would only apply if they were moving into the corner, now neutral jumps are affected * GGPO Backend * Fixed a crash after two players fail to connect to each other * This doesn't fix why they can't connect, but it will at least handle it correctly now 0.1.9.b * Data * Characters * Cid * Moves * Throw Backward * Increased startup state animation x movement scale from 1.0 to 1.25 * This fixes it not working when throwing people out of the corner * TYara * Moves * Throw Backward * Increased startup state animation x movement scale from 1.0 to 1.25 * This fixes it not working when throwing people out of the corner 0.1.9.a * Data * Characters * All Characters * Moves * Throws * Throws now cause 3 points of combo damage scaling * Increased defender x translation when grab connects from 4.0 to 5.0 * JTC * No longer scales x velocity by 0.75 after the attack window * Should remove inconsisitencies between JTC_Attack and JTC_Empty distances and allow empty corpse hops with the below movement box change * Wall Bounces * Increased all wall launch x velocity from 2.0 to 2.5 * Target Combos * Normalized all target combo cancel windows from all of their respective state frames, to a single frame. This removes variability in target combo timings. * Generic * Collision Boxes * All Body Types * Movement Boxes * All States * Increased width from [-1.5, 1.5] to [-1.6, 1.6] * Grab Boxes * All States * Increased width from [-1.3, 1.3] to [-1.35, 1.35] * Roy * Model * Updated model * Moves * Resets * Increased standard reset corner push back from 2.8 to 3.5 * Idle Stand * Updated animation * Idle Stand To Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch To Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Walk Forward * Updated animation * Decreased movement speed from 0.23 to 0.21 * Walk Forward Blend * Updated animation * Decreased movement speed from 0.23 to 0.21 * Walk Backward * Updated animation * Decreased movement speed from 0.15 to 0.14 * Walk Backward Blend * Updated animation * Decreased movement speed from 0.15 to 0.14 * Dash Forward * Updated animation * Fixed cancellable recovery frames being ignored * Dash Backward * Updated animation * Fixed cancellable recovery frames being ignored * Jumps * Decreased Y Velocity from 0.875 to 0.8 * Decreased Y Acceleration from 0.043 to 0.04 * Notes: * Total airborne frames are unchanged * ATC * Fixed cancellable recovery frames being ignored * St.LK * Updated animation * Now hits low * Retracted hit box right from 5.5 to 3.5 * Retracted hit box top from 4.75 to 2.75 * Extended hit box bottom from 2.0 to 0.0 * Removed extended hurt box * Increased startup state frames from 4 to 6 * Increased followthrough state frames from 7 to 9 * Decreased recovery state frames from 7 to 3 * Decreased push back on hit from 2.25 to 1.25 * Decreased push back on block from 2.0 to 1.5 * Decreased hit stun from 19 to 16 * Hit Advantage: * Link: [+4, +5] => [+3, +4] * CH Advantage: * Link: [+6, +7] => [+5, +6] * Decreased block stun from 14 to 11 * Block Advantage: * Link: [-1, +0] => [-2, -1] * St.MP * Changed target combo cancel frame window during followthrough state from [0, 8] to [2, 2] * St.MK * Decreased push back on hit from 2.5 to 2.25 * St.HK * Charged * Decreased hold frames from 13 to 12 * Increased block stun from 21 to 24 * Block Advantage: * Link: [-6, -4] => [-3, -1] * DTC -> Attack: +7 => +10 * DTC -> Forward Dash: -2 => +1 * Headbutt * EX * Increased armor value from 1 to 5 * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Decreased wall bounce x velocity against grounded opponents from 0.15 to 0.1 * Notes: * Should stop it losing to two hit moves so easily * No longer DTC-able on block * Gun Shot * L * Updated animation * Super Punch * Updated animation * Cid * Moves * Idle Stand * Updated animation * Idle Stand To Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch To Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Jumps * Decreased Y Velocity from 0.875 to 0.8 * Decreased Y Acceleration from 0.043 to 0.04 * Notes: * Total airborne frames are unchanged * St.LP * Retracted first frame hit box right from 5.0 to 4.75 * Cr.LP * Retracted first frame hit box right from 6.0 to 5.75 * St.LK * Changed target combo cancel frame window during recovery state from [0, 6] to [0, 0] * Cr.MK * Extended hit box right from 2.0 to 3.0 * Retracted hit box bottom from 4.0 to 5.0 * Extended hurt box right from 3.5 to 4.5 * Extended hurt box top from 5.5 to 6.0 * Retracted hurt box bottom from 2.5 to 4.5 * Changed camera x follow type from engine to animation * Now uses Hit_Standing_Head_Back hit animation against standing opponents intead of Hit_Standing_Body * Increased followthrough state frames from 8 to 10 * Increased hit stun from 20 to 22 * Hit Advantage: * Link: [+4, +8] (unchanged) * DTC -> Attack: +6 => +8 * DTC -> Forward Dash: -3 => -1 * CH Advantage: * Link: [+7, +11] => [+5, +9] * DTC -> Attack: +9 => +11 * DTC -> Forward Dash: +0 => +2 * Increased block stun from 19 to 21 * Block Advantage: * Link: [+3, +7] (unchanged) * DTC -> Attack: +5 => +7 * DTC -> Forward Dash: -4 => -2 * Cr.HP * Both Versions * Extended hit box right from 4.0 to 4.5 * Knife Rush * EX * Increased armor value from 1 to 5 * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Notes: * Should stop it losing to two hit moves so easily * No longer DTC-able on block * Knife Wheel * All Versions * Increased second active state frames from 3 to 4 * Decreased followthrough state frames from 14 to 13 * Dog * Model * Updated model * Moves * Resets * Increased standard reset corner push back from 2.8 to 3.5 * Idle Stand * Updated animation * Idle Stand From Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch From Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Walk Forward * Updated animation * Decreased move speed from 0.21 to 0.18 * Walk Forward Blend * Updated animation * Increased move speed from 0.21 to 0.18 * Walk Backward * Updated animation * Decreased move speed from 0.135 to 0.155 * Walk Backward Blend * Updated animation * Increased move speed from 0.135 to 0.155 * Dash Forward * Updated animation * Fixed cancellable recovery frames being ignored * Dash Backward * Updated animation * Increased recovery state frames from 6 to 8 * Decreased cancellable recovery state frames from 2 to 0 (removed) * Total frames increased from 22 to 24 * ATC * Fixed cancellable recovery frames being ignored * DTC * Updated animation * St.LP * Updated animation * Increased push back on block from 1.75 to 2.0 * Increased block stun from 11 to 12 * Block Advantage: * Link: [+0, +2] => [+1, +3] * Cr.LP * Updated animation * Increased push back on block from 1.75 to 2.0 * Increased block stun from 11 to 12 * Block Advantage: * Link: [+0, +2] => [+1, +3] * St.LK * Updated animation * Increased push back on block from 1.75 to 2.0 * Cr.LK * Updated animation * Increased push back on hit from 2.5 to 2.75 * Increased push back on block from 1.75 to 2.0 * St.MP * Updated animation * Adjusted cancel window for target combo during followthrough state from frames [0, 12] to [2, 2] * Cr.MP * Updated animation * St.MK * Adjusted dirt FX * Adjusted cancel window for target combo during followthrough state from frames [0, 9] to [2, 2] * St.HP * Updated animation * St.HK * Repurposed from Cr.HK * Input changed to HK * Updated animation * Retracted hit box top from 9.25 to 8.5 * Retracted hit box right from 5.0 to 4.5 * Retracted hurt box top from 8.25 to 7.75 * Retracted hurt box right from 4.0 to 3.75 * Increased followthrough state frames from 10 to 14 * Decreased recovery state frames from 16 to 12 * Cr.HK * Repurposed from Dw.FW.MK * Input changed to DownAny + HK * Changed hit freeze from Medium_NonCancellable to Heavy_NonCancellable * Pin Wheel * All Versions * Decreased cancel window for slide from frame 3 of recovery state to frame 1 * No longer scales x velocity by 50% halfway through the arc * No longer uses proximity boxes * Notes: * Dive followup still does * L / M / H * Increased recovery state frames from 6 to 8 * L * Decreased x velocity from 0.15 to 0.125 * M * Decreased x velocity from 0.3 to 0.25 * H * Decreased x velocity from 0.4 to 0.325 * EX * Removed armor frames [1, 12] * Now fully invincible frames [1, 11] * Fixed cancellable recovery frames being ignored * No longer DTC-able on block * Pin Wheel -> Slide * All Versions * Can no longer be DTC-ed * Decreased animation x movement scale from 1.0 to 0.75 * Increased base damage from 40 to 50 * Run * All Versions * Updated animation * L * Decreased animation speed from 1.0 to 0.7 * M * Decreased animation speed from 1.0 to 0.8 * H * Decreased animation speed from 1.0 to 0.9 * Run -> Stop * Updated animation * Changed input from Trigger_AnyPunch to Sequence_AnyPunch * Notes: * This allows it to function when any punch is being held rather then if the button was triggered * Makes it much easier to do run -> stop frame perfect * Can be done immediately by inputting run with KickVersion + AnyPunch * Run -> Slide * Both Versions * Updated animation * Retracted hit box top from 4.0 to 3.0 * Decreased corner push back on juggle from 5.4 to 4.0 * Decreased startup / active state animation x movement scale from 1.0 to 0.75 * Increased followthrough state animation x movement scale from 0.25 to 0.75 * Normal * Increased base damage from 40 to 50 * Run -> Mid Strike * Both Versions * Updated animation * Normal * Increased base damage from 30 to 50 * EX * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Increased wall bounce x velocity from 0.225 to 0.4 * Increased base damage from 50 to 70 * Run -> Leap Strike * Both Versions * Updated animation * Normal * Increased base damage from 40 to 50 * EX * Increased base damage from 50 to 60 * TYara * Moves * Jumps * Decreased Y Velocity from 0.685 to 0.63 * Decreased Y Acceleration from 0.325 to 0.3 * St.LK * Updated animation * St.MK * Both Hits * Increased juggle value from 0 to 1 * Chop * EX * Decreased base damage for each hit from 50 to 40 * Shield Charge * L / M / H * Post-Release * Both Versions * Increased armor window to cover into the first active frame * Retracted hit box right from 6.0 to 5.0 * Fully Charged Version * Now unblockable (still parry-able) * L * Both Versions * Increased startup state animation x movement scale from 1.0 to 1.25 * Increased active state frames from 3 to 5 * Decreased followthrough state frames from 17 to 15 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-14, -12] => [-9, -5] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * M * Both Versions * Increased startup state animation x movement scale from 1.1 to 1.35 * Increased active state frames from 4 to 6 * Decreased followthrough state frames from 18 to 16 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-16, -13] => [-11, -6] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * H * Anticipation (Pre-Hold) * Increased startup state frames from 5 to 8 * Increased armor start frame from 3 to 6 * Both Versions * Increased startup state animation x movement scale from 0.65 to 0.9 * Increased active state frames from 5 to 7 * Decreased followthrough state frames from 19 to 17 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-18, -14] => [-13, -7] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * EX * No longer throw invincible * No longer DTC-able on block * Break Your Bones (SPD) * L * Decreased base damage from 90 to 80 * M * Decreased base damage from 110 to 100 * H * Decreased base damage from 130 to 120 * EX * Now throw invincible frames [1, 5] * Increased base damage from 110 to 120 * Battle Camera * Old * Copied from Main * Main * Decreased field of view from 17.0 to 16.0 * Increased wall padding from 8.5 to 9.0 * Main Object (Eye) * Decreased X Drag from 0.25 to 0.2 * Decreased Y Position from 4.2 to 4.1 * Increased Z Distance from 48 to 52 * Target Object (Look Position) * Decreased Y Position from 6.1 to 6.0 * Push Back * Values * Attack_GrabBox_Extend_Right * Decreased from 1.0 to 0.0 * Attack_HurtBox_Extend_Right * Increased from 0.0 to 0.5 * Move_EmptyJump_HurtBox_Extend_Right * Created and set to -1.5 * WallLaunch_Frames * Decreased from 8 to 6 * WallImpact_Frames * Increased from 6 to 8 * FX * Collision Effects * Blocks * Increased size of block hit sparks * UI * Disabled battle settings UI * Round settings are now hard locked to first to two * Code * CollisionBoxExtendData * This is the data structure that is used to define offsets off the default collision boxes for certain moves * Changed how bounds are stored * Previously was a rect (xMin / xMax / yMin / yMax) * Now they are separate FloatValueData for left / right / bottom / top * This allows us to set these values to references instead of raw values. * ie, can now set something like GrabBoxExtendData.bounds.xMax = 1 to GrabBoxExtendData.rightValue.data = Float_GrabBoxExtendDistance * Enables us to be able to change that value in one place (for balance) instead of setting on every move individually * Converted all attacks that used grab box extension during startup to reference a single value * Applied this to all attacks on their hurt boxes to a single reference * HitBoxGroupData * Added toggle for specifying whether to switch to a given state (if any) only after all the hits have landed * DT_Character * Juggle value is now only removed on the first hit of a move * Multi-hit moves will not remove juggle value each hit after the first * Projectiles are now considered "dead" right when they collide * DT_CollisionBoxController * Juggle value is now only checked against if the hit is the first hit of a move * Multi-hit moves will now always hit if the first hit does (when regarding juggle value) * DT_MoveController * Parried attacks are now considered "blocked" instead of "hits" when checking against a move cancel's CollisionCancelType * This means that cancels set to "HitOnly" will not work when parried * Only thing this applies to at the moment is Dog, if his EX.PinWheel is parried, he cannot do his Dive or Slide followups, same as being blocked.[\code]
Feb 19, 2018
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.9.c Patch Notes

https://docs.google.com/document/d/1j0OHV9uHgh9z_WNg6YqODBZtUPO3ZkIlx8rgUS2f8ig/edit

0.1.9.c * Data * Characters * All Characters * Extended grab / hurt boxes * No longer applied to states marked as startup * Moves * Throws * Removed extended hurt box * Now transition into Attack_Special_Standing like other special moves * This allows the same leniency when doing a followup move after it whiffs * Generic * Collision Boxes * All Body Types * Increased all movement box width by 0.4 * Increased all hurt box width by 0.6 * Increased all grab box width by 0.4 * Roy * Moves * Throw Backward * Fixed not removing juggle value * St.LK * Updated animation * Extended hit box right from 3.5 to 3.75 * Increased hit stun from 16 to 18 * Hit Advantage: * Link: [+3, +4] => [+5, +6] * CH Advantage: * Link: [+5, +6] => [+7, +8] * Decreased block stun from 11 to 10 * Block Advantage: * Link: [-2, -1] => [-3, -2] * Cid * General * Decreased damage scale from 1.0 to 0.975 * Moves * Cr.MP * Both Versions * Decreased anticipation startup state (pre-hold) frames from 5 to 4 * Dog * Animations * Updated RoundWin * Updated MatchWin * Updated CharacterSelect * Updated Super Freeze * Moves * Throw Forward * Changed defender hold animation from Dog_Thrown to Standing_Block_High * Throw Backward * Changed defender hold animation from Dog_Thrown to Standing_Block_High * TYara * General * Decreased damage scale from 0.925 to 0.9 * Animations * Updated CharacterSelect * Updated RoundWin * Updated 720 Super Freeze * Battle Camera * Main * Decreased wall padding from 9.0 to 8.5 * Main Object (Eye) * Increased Y Position from 4.1 to 4.2 * Increased Z Distance from 52 to 53 * Target Object (Look Position) * Increased Y Position from 6.0 to 6.1 * Push Back * Decreased scale factor from 6.0 to 5.0 * Push back will happen slightly slower * Values * Attack_GrabBox_Extend_Right * Decreased from 0.0 to 0.5 * Code * Animation Controller * Added UseClampCheck toggle, set to false * This specifies whether animations will check against the timing of the animation when choosing how to clamp * If set to true * animations that are run at 1:1 speed will never run the clamp logic * animations that are run faster than 1:1 speed will always use clamp logic * animations that are run slower than 1:1 speed will defer to the indidvidual clamp flag (case by case) * If set to false * always uses the individual clamp flag * The clamp logic was originally added to not need to run the clamp math on animations that didn't need it. * Now always runs the clamp calculation, regardless if it will be used or not. Overall this will be slightly less performant in some cases, but more consistent. * Added clamp type override to individual animation data * clamp type is how the sub-frame is clamped to the correct frame * ie, if a sub-frame value is 1.55: * Ceil: frame 1.55 => frame 2 * Round: frame 1.55 => frame 2 * Floor: frame 1.55 => frame 1 * Position Controller * Corner push back is now applied on airborne attackers with x velocity = 0 * Previously would only apply if they were moving into the corner, now neutral jumps are affected * GGPO Backend * Fixed a crash after two players fail to connect to each other * This doesn't fix why they can't connect, but it will at least handle it correctly now 0.1.9.b * Data * Characters * Cid * Moves * Throw Backward * Increased startup state animation x movement scale from 1.0 to 1.25 * This fixes it not working when throwing people out of the corner * TYara * Moves * Throw Backward * Increased startup state animation x movement scale from 1.0 to 1.25 * This fixes it not working when throwing people out of the corner 0.1.9.a * Data * Characters * All Characters * Moves * Throws * Throws now cause 3 points of combo damage scaling * Increased defender x translation when grab connects from 4.0 to 5.0 * JTC * No longer scales x velocity by 0.75 after the attack window * Should remove inconsisitencies between JTC_Attack and JTC_Empty distances and allow empty corpse hops with the below movement box change * Wall Bounces * Increased all wall launch x velocity from 2.0 to 2.5 * Target Combos * Normalized all target combo cancel windows from all of their respective state frames, to a single frame. This removes variability in target combo timings. * Generic * Collision Boxes * All Body Types * Movement Boxes * All States * Increased width from [-1.5, 1.5] to [-1.6, 1.6] * Grab Boxes * All States * Increased width from [-1.3, 1.3] to [-1.35, 1.35] * Roy * Model * Updated model * Moves * Resets * Increased standard reset corner push back from 2.8 to 3.5 * Idle Stand * Updated animation * Idle Stand To Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch To Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Walk Forward * Updated animation * Decreased movement speed from 0.23 to 0.21 * Walk Forward Blend * Updated animation * Decreased movement speed from 0.23 to 0.21 * Walk Backward * Updated animation * Decreased movement speed from 0.15 to 0.14 * Walk Backward Blend * Updated animation * Decreased movement speed from 0.15 to 0.14 * Dash Forward * Updated animation * Fixed cancellable recovery frames being ignored * Dash Backward * Updated animation * Fixed cancellable recovery frames being ignored * Jumps * Decreased Y Velocity from 0.875 to 0.8 * Decreased Y Acceleration from 0.043 to 0.04 * Notes: * Total airborne frames are unchanged * ATC * Fixed cancellable recovery frames being ignored * St.LK * Updated animation * Now hits low * Retracted hit box right from 5.5 to 3.5 * Retracted hit box top from 4.75 to 2.75 * Extended hit box bottom from 2.0 to 0.0 * Removed extended hurt box * Increased startup state frames from 4 to 6 * Increased followthrough state frames from 7 to 9 * Decreased recovery state frames from 7 to 3 * Decreased push back on hit from 2.25 to 1.25 * Decreased push back on block from 2.0 to 1.5 * Decreased hit stun from 19 to 16 * Hit Advantage: * Link: [+4, +5] => [+3, +4] * CH Advantage: * Link: [+6, +7] => [+5, +6] * Decreased block stun from 14 to 11 * Block Advantage: * Link: [-1, +0] => [-2, -1] * St.MP * Changed target combo cancel frame window during followthrough state from [0, 8] to [2, 2] * St.MK * Decreased push back on hit from 2.5 to 2.25 * St.HK * Charged * Decreased hold frames from 13 to 12 * Increased block stun from 21 to 24 * Block Advantage: * Link: [-6, -4] => [-3, -1] * DTC -> Attack: +7 => +10 * DTC -> Forward Dash: -2 => +1 * Headbutt * EX * Increased armor value from 1 to 5 * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Decreased wall bounce x velocity against grounded opponents from 0.15 to 0.1 * Notes: * Should stop it losing to two hit moves so easily * No longer DTC-able on block * Gun Shot * L * Updated animation * Super Punch * Updated animation * Cid * Moves * Idle Stand * Updated animation * Idle Stand To Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch To Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Jumps * Decreased Y Velocity from 0.875 to 0.8 * Decreased Y Acceleration from 0.043 to 0.04 * Notes: * Total airborne frames are unchanged * St.LP * Retracted first frame hit box right from 5.0 to 4.75 * Cr.LP * Retracted first frame hit box right from 6.0 to 5.75 * St.LK * Changed target combo cancel frame window during recovery state from [0, 6] to [0, 0] * Cr.MK * Extended hit box right from 2.0 to 3.0 * Retracted hit box bottom from 4.0 to 5.0 * Extended hurt box right from 3.5 to 4.5 * Extended hurt box top from 5.5 to 6.0 * Retracted hurt box bottom from 2.5 to 4.5 * Changed camera x follow type from engine to animation * Now uses Hit_Standing_Head_Back hit animation against standing opponents intead of Hit_Standing_Body * Increased followthrough state frames from 8 to 10 * Increased hit stun from 20 to 22 * Hit Advantage: * Link: [+4, +8] (unchanged) * DTC -> Attack: +6 => +8 * DTC -> Forward Dash: -3 => -1 * CH Advantage: * Link: [+7, +11] => [+5, +9] * DTC -> Attack: +9 => +11 * DTC -> Forward Dash: +0 => +2 * Increased block stun from 19 to 21 * Block Advantage: * Link: [+3, +7] (unchanged) * DTC -> Attack: +5 => +7 * DTC -> Forward Dash: -4 => -2 * Cr.HP * Both Versions * Extended hit box right from 4.0 to 4.5 * Knife Rush * EX * Increased armor value from 1 to 5 * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Notes: * Should stop it losing to two hit moves so easily * No longer DTC-able on block * Knife Wheel * All Versions * Increased second active state frames from 3 to 4 * Decreased followthrough state frames from 14 to 13 * Dog * Model * Updated model * Moves * Resets * Increased standard reset corner push back from 2.8 to 3.5 * Idle Stand * Updated animation * Idle Stand From Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch From Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Walk Forward * Updated animation * Decreased move speed from 0.21 to 0.18 * Walk Forward Blend * Updated animation * Increased move speed from 0.21 to 0.18 * Walk Backward * Updated animation * Decreased move speed from 0.135 to 0.155 * Walk Backward Blend * Updated animation * Increased move speed from 0.135 to 0.155 * Dash Forward * Updated animation * Fixed cancellable recovery frames being ignored * Dash Backward * Updated animation * Increased recovery state frames from 6 to 8 * Decreased cancellable recovery state frames from 2 to 0 (removed) * Total frames increased from 22 to 24 * ATC * Fixed cancellable recovery frames being ignored * DTC * Updated animation * St.LP * Updated animation * Increased push back on block from 1.75 to 2.0 * Increased block stun from 11 to 12 * Block Advantage: * Link: [+0, +2] => [+1, +3] * Cr.LP * Updated animation * Increased push back on block from 1.75 to 2.0 * Increased block stun from 11 to 12 * Block Advantage: * Link: [+0, +2] => [+1, +3] * St.LK * Updated animation * Increased push back on block from 1.75 to 2.0 * Cr.LK * Updated animation * Increased push back on hit from 2.5 to 2.75 * Increased push back on block from 1.75 to 2.0 * St.MP * Updated animation * Adjusted cancel window for target combo during followthrough state from frames [0, 12] to [2, 2] * Cr.MP * Updated animation * St.MK * Adjusted dirt FX * Adjusted cancel window for target combo during followthrough state from frames [0, 9] to [2, 2] * St.HP * Updated animation * St.HK * Repurposed from Cr.HK * Input changed to HK * Updated animation * Retracted hit box top from 9.25 to 8.5 * Retracted hit box right from 5.0 to 4.5 * Retracted hurt box top from 8.25 to 7.75 * Retracted hurt box right from 4.0 to 3.75 * Increased followthrough state frames from 10 to 14 * Decreased recovery state frames from 16 to 12 * Cr.HK * Repurposed from Dw.FW.MK * Input changed to DownAny + HK * Changed hit freeze from Medium_NonCancellable to Heavy_NonCancellable * Pin Wheel * All Versions * Decreased cancel window for slide from frame 3 of recovery state to frame 1 * No longer scales x velocity by 50% halfway through the arc * No longer uses proximity boxes * Notes: * Dive followup still does * L / M / H * Increased recovery state frames from 6 to 8 * L * Decreased x velocity from 0.15 to 0.125 * M * Decreased x velocity from 0.3 to 0.25 * H * Decreased x velocity from 0.4 to 0.325 * EX * Removed armor frames [1, 12] * Now fully invincible frames [1, 11] * Fixed cancellable recovery frames being ignored * No longer DTC-able on block * Pin Wheel -> Slide * All Versions * Can no longer be DTC-ed * Decreased animation x movement scale from 1.0 to 0.75 * Increased base damage from 40 to 50 * Run * All Versions * Updated animation * L * Decreased animation speed from 1.0 to 0.7 * M * Decreased animation speed from 1.0 to 0.8 * H * Decreased animation speed from 1.0 to 0.9 * Run -> Stop * Updated animation * Changed input from Trigger_AnyPunch to Sequence_AnyPunch * Notes: * This allows it to function when any punch is being held rather then if the button was triggered * Makes it much easier to do run -> stop frame perfect * Can be done immediately by inputting run with KickVersion + AnyPunch * Run -> Slide * Both Versions * Updated animation * Retracted hit box top from 4.0 to 3.0 * Decreased corner push back on juggle from 5.4 to 4.0 * Decreased startup / active state animation x movement scale from 1.0 to 0.75 * Increased followthrough state animation x movement scale from 0.25 to 0.75 * Normal * Increased base damage from 40 to 50 * Run -> Mid Strike * Both Versions * Updated animation * Normal * Increased base damage from 30 to 50 * EX * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Increased wall bounce x velocity from 0.225 to 0.4 * Increased base damage from 50 to 70 * Run -> Leap Strike * Both Versions * Updated animation * Normal * Increased base damage from 40 to 50 * EX * Increased base damage from 50 to 60 * TYara * Moves * Jumps * Decreased Y Velocity from 0.685 to 0.63 * Decreased Y Acceleration from 0.325 to 0.3 * St.LK * Updated animation * St.MK * Both Hits * Increased juggle value from 0 to 1 * Chop * EX * Decreased base damage for each hit from 50 to 40 * Shield Charge * L / M / H * Post-Release * Both Versions * Increased armor window to cover into the first active frame * Retracted hit box right from 6.0 to 5.0 * Fully Charged Version * Now unblockable (still parry-able) * L * Both Versions * Increased startup state animation x movement scale from 1.0 to 1.25 * Increased active state frames from 3 to 5 * Decreased followthrough state frames from 17 to 15 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-14, -12] => [-9, -5] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * M * Both Versions * Increased startup state animation x movement scale from 1.1 to 1.35 * Increased active state frames from 4 to 6 * Decreased followthrough state frames from 18 to 16 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-16, -13] => [-11, -6] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * H * Anticipation (Pre-Hold) * Increased startup state frames from 5 to 8 * Increased armor start frame from 3 to 6 * Both Versions * Increased startup state animation x movement scale from 0.65 to 0.9 * Increased active state frames from 5 to 7 * Decreased followthrough state frames from 19 to 17 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-18, -14] => [-13, -7] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * EX * No longer throw invincible * No longer DTC-able on block * Break Your Bones (SPD) * L * Decreased base damage from 90 to 80 * M * Decreased base damage from 110 to 100 * H * Decreased base damage from 130 to 120 * EX * Now throw invincible frames [1, 5] * Increased base damage from 110 to 120 * Battle Camera * Old * Copied from Main * Main * Decreased field of view from 17.0 to 16.0 * Increased wall padding from 8.5 to 9.0 * Main Object (Eye) * Decreased X Drag from 0.25 to 0.2 * Decreased Y Position from 4.2 to 4.1 * Increased Z Distance from 48 to 52 * Target Object (Look Position) * Decreased Y Position from 6.1 to 6.0 * Push Back * Values * Attack_GrabBox_Extend_Right * Decreased from 1.0 to 0.0 * Attack_HurtBox_Extend_Right * Increased from 0.0 to 0.5 * Move_EmptyJump_HurtBox_Extend_Right * Created and set to -1.5 * WallLaunch_Frames * Decreased from 8 to 6 * WallImpact_Frames * Increased from 6 to 8 * FX * Collision Effects * Blocks * Increased size of block hit sparks * UI * Disabled battle settings UI * Round settings are now hard locked to first to two * Code * CollisionBoxExtendData * This is the data structure that is used to define offsets off the default collision boxes for certain moves * Changed how bounds are stored * Previously was a rect (xMin / xMax / yMin / yMax) * Now they are separate FloatValueData for left / right / bottom / top * This allows us to set these values to references instead of raw values. * ie, can now set something like GrabBoxExtendData.bounds.xMax = 1 to GrabBoxExtendData.rightValue.data = Float_GrabBoxExtendDistance * Enables us to be able to change that value in one place (for balance) instead of setting on every move individually * Converted all attacks that used grab box extension during startup to reference a single value * Applied this to all attacks on their hurt boxes to a single reference * HitBoxGroupData * Added toggle for specifying whether to switch to a given state (if any) only after all the hits have landed * DT_Character * Juggle value is now only removed on the first hit of a move * Multi-hit moves will not remove juggle value each hit after the first * Projectiles are now considered "dead" right when they collide * DT_CollisionBoxController * Juggle value is now only checked against if the hit is the first hit of a move * Multi-hit moves will now always hit if the first hit does (when regarding juggle value) * DT_MoveController * Parried attacks are now considered "blocked" instead of "hits" when checking against a move cancel's CollisionCancelType * This means that cancels set to "HitOnly" will not work when parried * Only thing this applies to at the moment is Dog, if his EX.PinWheel is parried, he cannot do his Dive or Slide followups, same as being blocked.[\code]
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 Agent dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://youtu.be/W9uswcpSI3g

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
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 Agent dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://youtu.be/W9uswcpSI3g

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
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 Agent 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?time_continue=6&v=dSeTV38TLwE

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
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 Agent 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?time_continue=6&v=dSeTV38TLwE

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
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