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

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

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

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

https://youtu.be/vZRzl4hTBdk
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Punch Planet - Early Access - Sector-K Games
Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

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

https://youtu.be/F1z2jYvOJNM

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

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

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

https://youtu.be/uR_aaGfIUGo

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

Follow our dev accounts
@PP_Willpower http://www.twitter.com/PP_Willpower
@PP_IAMLEE http://www.twitter.com/PP_IAMLEE
@8ighty6ix https://twitter.com/8ighty6ix
May 13, 2018
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.2.1.b Patch Notes

https://docs.google.com/document/d/1O8OvlBEbwSthNbrnIxsNPxdPbd_nSJFq3_DdOX5T1DE/edit
0.2.1.b * Characters * GAgent * General * Updated character portrait art * Moves * Crescent Split (QCB.K) * H * Increased base damage on block from 0 to 15 * Legendary Agent * Hits now gain meter for the defender * Increased base damage on first hit from 20 to 40 * Increased based damage on all other hits from 30 to 40 * Total effective damage increased from 320 to 448 * UI * Gameplay * Added subtle shadows under all text 0.2.1.a * Data * Characters * G-Agent * General * G-Agent is now playable * Health = 925 * Damage Scale = 0.925 * Move List * Unique Normals * Forward + MK * Follows up into HK (Overhead) * Forward + HK * Specials * Lunar Disc: QCF + P * Crescent Kick: DP + K * Crescent Splits: QCB + K * Supers * Lunar Geyser: * Input: QCFx2 + P * Cost: 2 EX * Legendary Agent: * Input: LK -> LK -> Forward -> LP -> HK * Cost: 4 EX * Roy * General * Decreased general reset x-velocity from 0.155 to 0.145 * Model * Disabled persistent gun light * Moves * Jump * Decreased Y Velocity from 0.8 to 0.76 * Decreased Y Acceleration from 0.04 to 0.0375 * Dash Backward * Decreased animation x movement scale from 0.9 to 0.85 * DTC * Updated animation * Cr.MP * Removed extended hurt box from active and followthrough states * Increased hit stun from 24 to 25 * Hit Advantage: * Link: [+7, +11] => [+8, +12] * DTC -> Attack: +10 => +11 * DTC -> Forward Dash: +1 => +2 * CH Advantage: * Link: [+10, +14] => [+11, +15] * DTC -> Attack: +13 => +14 * DTC -> Forward Dash: +4 => +5 * Increased block stun from 14 to 15 * Block Advantage: * Link: [-3, +1] => [-2, +2] * DTC -> Attack: +0 => +1 * DTC -> Forward Dash: -9 => -8 * St.HP * Increased push back on hit from 1.75 to 2.25 * St.HK * Decreased pre-hold and hold states animation x movement scale from 1.0 to 0.0 * Cr.HK * Increased startup state frames from 8 to 10 * HeadButt * L * Increased startup state frames from 11 to 14 * Gunshots * All * Now trades with projectiles * Normal versions count as a single hit, EX version counts as two (will destroy two hit projectiles) * Added Light FX * L * Added a secondary hit-box that is higher up but doesn't reach as far * Meant to trade with G-Agent projectiles if very close * M * Increased push back on hit from 3.0 to 3.5 * Super Gunshot * Added Light FX * Cid * General * Decreased general reset x-velocity from 0.155 to 0.145 * Moves * Jump * Decreased Y Velocity from 0.8 to 0.76 * Decreased Y Acceleration from 0.04 to 0.0375 * DTC * Updated animation * Cr.LP * Increased push back on hit from 2.5 to 2.75 * Decreased recovery state frames from 4 to 3 * Hit Advantage: * Link: [+6, +8] => [+7, +9] * St.LK * Decreased juggle x-velocity from 0.15 to 0.14 * Increased hit stun from 16 to 17 * Hit Advantage: * Link: [+4, +5] => [+5, +6] * CH Advantage: * Link: [+6, +7] => [+7, +8] * St.MP * Fast Version * Increased hit stun from 21 to 23 * Hit Advantage: * Link: [+5, +7] => [+7, +9] * DTC -> Attack: +7 => +9 * DTC -> Forward Dash: -2 => +0 * CH Advantage: * Link: [+8, +10] => [+10, +12] * DTC -> Attack: +10 => +12 * DTC -> Forward Dash: +1 => +3 * Both Versions * Increased post-hold startup state frames from 3 to 4 * Decreased push back on hit from 2.0 to 1.75 * Cr.MP * Fast Version * Increased push back on hit from 1.75 to 2.5 * St.MK * Decreased startup state frames from 7 to 6 * St.HP * Decreased pre-hold frames from 7 to 6 * Increased hold frames from 12 to 14 * Both Versions * Increased post-hold startup state frames from 3 to 4 * Charged Version * Decreased push back on block from 3.0 to 2.5 * Decreased block stun from 16 to 14 * Block Advantage: * Link: [-4, -3] => [-6, -5] * DTC -> Attack: +2 => +0 * DTC -> Forward Dash: -7 => -9 * Cr.HP * Fast Version * Increased push back on hit from 3.0 to 4.5 * Increased push back on block from 1.5 to 2.0 * Charged Version * Decreased short hop cancel x-velocity from 0.225 to 0.15 * St.HK * Increased startup state frames from 13 to 14 * Increased followthrough state frames from 10 to 13 * Increased hit stun from 19 to 22 * Hit Advantage: * Link: [+1, +2] (unchanged) * DTC -> Attack: +5 => +8 * DTC -> Forward Dash: -4 => -1 * CH Advantage: * Link: [+5, +6] (unchanged) * DTC -> Attack: +9 => +12 * DTC -> Forward Dash: +0 => +3 * Increased block stun from 14 to 16 * Block Advantage: * Link: [-4, -3] => [-5, -4] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -9 => -6 * Knife Rush * L * No longer grab invincible * Increased push back on hit from 2.5 to 3.0 * Decreased recovery state frames from 6 to 5 * Decreased hit stun from 21 to 20 * Hit Advantage: * Link: [+1, +5] (unchanged) * DTC -> Attack: +7 => =6 * DTC -> Forward Dash: -2 => -3 * CH Advantage: * Link: [+5, +9] (unchanged) * DTC -> Attack: +11 => +10 * DTC -> Forward Dash: +2 => +1 * Block Advantage: * Link: [-10, -6] => [-11, -7] * DTC -> Attack: -4 (unchanged) * DTC -> Forward Dash: -13 (unchanged) * M * Increased push back on hit from 2.5 to 3.75 * EX * Increased armor frames from [1, 9] to [1, 11] * Now grab invincible frames [1, 11] * Increased startup state frames from 8 to 10 * Knife Wheel * Updated animation * L / M / H * Adjusted projectile invincible frames from [6, 22] to [21, 26] * Decreased initial startup (grounded) state frames from 19 to 16 * Increased later startup (airborne) state frames from 5 to 10 * Total startup frames increased from 24 to 26 (28 until it hits grounded opponents) * Increased block stun from 15 to 19 * Block Advantage: * Link: [-6, -3] => [-2, +1] * EX * No longer grab invincible * Adjusted projectile invincible frames from [0, 23] to [10, 30] * Decreased initial startup (grounded) state frames from 15 to 14 * Increased later startup (airborne) state frames from 5 to 10 * Total startup frames increased from 20 to 24 (24 until it hits grounded opponents) * Increased hit stun from 24 to 25 * Hit Advantage: * Link: [+3, +6] => [+4, +7] * CH Advantage: * Link: [+7, +10] => [+8, +11] * Increased block stun from 18 to 19 * Block Advantage: * Link: [-3, +0] => [-2, +1] * Grenade (Move) * All Versions * Removed extended hurt box during active / followthrough states * L * Increased followthrough state frames from 12 to 15 * Decreased recovery state frames from 11 to 10 * M * Increased followthrough state frames from 14 to 19 * Decreased recovery state frames from 12 to 10 * H * Increased followthrough state frames from 12 to 21 * Decreased recovery state frames from 13 to 10 * EX * Increased * Grenade (Projectile) * L / M / H * Increased hit stun from 16 to 19 * Increased block stun from 6 to 9 * EX * Decreased second-hit block stun from 16 to 8 * Super Ball * Decreased base damage on each hit from 34 to 32 * Total effective damage decreased from 290 to 270 * Dog * General * Decreased general reset x-velocity from 0.155 to 0.145 * Moves * Jumps * Decreased X Velocity from 0.23 to 0.22 * Decreased Y Velocity from 0.725 to 0.64 * Decreased Y Acceleration from 0.031 to 0.0275 * Dash Forward * Updated animation * Dash Backward * Increased first active state animation x movement scale from 0.85 to 0.75 * Decreased second active state animation x movement scale from 0.85 to 0.75 * Increased recovery state animation x movement scale from 0.85 to 1.0 * St.LP * Decreased hit stun from 19 to 18 * Hit Advantage: * Link: [+8, +10] => [+7, +9] * CH Advantage: * Link: [+10, 12] => [+9, +11] * Cr.LP * Decreased hit stun from 19 to 18 * Hit Advantage: * Link: [+8, +10] => [+7, +9] * CH Advantage: * Link: [+10, 12] => [+9, +11] * St.MP * Animation changed to the same as Run -> Mid Strike * Hit box now follows the animation * Increased startup state frames from 5 to 6 * Decreased followthrough state frames from 12 to 9 * Increased cancel window (St.HP) during followthrough state from frame 2 to frame 6 * Decreased hit stun from 22 to 19 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +8 => +5 * DTC -> Forward Dash: +0 => -3 * CH Advantage: * Link: [+6, +8] (unchanged) * DTC -> Attack: +11 => +8 * DTC -> Forward Dash: +3 => +0 * Decreased block stun from 17 to 14 * Block Advantage: * Link: [-2, +0] (unchanged) * DTC -> Attack: +3 => +0 * DTC -> Forward Dash: -5 => -8 * Increased push back on hit from 2.5 to 4.0 * Increased push back on block from 1.75 to 2.5 * Cr.MP * Decreased startup state frames from 7 to 6 * Retracted hit box right from 6.4 to 6.0 * Retracted hurt box right from 5.5 to 5.1 * St.MK * Now causes two hits * Damage distributed across both * Cr.MK * Decreased startup state frames from 8 to 7 * Enabled animation interpolation during followthrough state * St.HP * No longer super cancellable * No longer causes a hard knockdown against airborne opponents * Decreased followthrough state frames from 11 to 8 * Decreased hit stun from 25 to 21 * Hit Advantage: * Link: [+6, +9] => [+5, +8] * DTC -> Attack: +11 => +7 * DTC -> Forward Dash: +3 => -1 * CH Advantage: * Link: [+10, +13] => [+9, +12] * DTC -> Attack: +15 => +11 * DTC -> Forward Dash: +7 => +3 * Increased block stun from 13 to 17 * Block Advantage: * Link: [-6, -3] => [+1, +4] * DTC -> Attack: -1 => +3 * DTC -> Forward Dash: -9 => -2 * Dw.Fw.HP * Added DownForward + HP * Uses slide animation * St.HK * Decreased initial startup state animation x movement scale from 1.5 to 1.0 * Increased second startup state animation x movement scale from 1.5 to 2.0 * Decreased active state animation x movement scale from 1.0 to 0.5 * Decreased block stun from 16 to 14 * Block Advantage: * Link: [-14, -10] => [-16, -12] * DTC -> Attack: +2 => +0 * DTC -> Forward Dash: -6 => -8 * Decreased grounded juggle x-velocity from 0.2 to 0.175 * Increased grounded juggle y-velocity from 0.3 to 0.31 * Cr.HK * Animation changed to the same as Run -> Leap Strike * Frame data is unchanged * Hit boxes and hurt boxes now follow the animation * Run -> Slide * Both Versions * Retracted hit box top from 3.0 to 1.75 * Removed extended hurt boxes * Run -> Leap Strike * Updated animation * Both Versions * Decreased initial startup (grounded) state frames from 8 to 4 * Increased later startup (airborne) state frames from 14 to 18 * Normal * Decreased animation x movement scale from 1.0 to 0.6 * EX * Decreased animation x movement scale from 1.0 to 0.8 * Pin Wheel * All * Now throw invincible frames [1, 6] * Decreased Y Velocity from 0.725 to 0.645 * Decreased Y Acceleration from 0.04 to 0.035 * Now halves the x velocity on frame 30 of the airborne active state * Increased cancel window into dive during active state from frames [19, 27] to [19, 29] * L / M / H * Increased grounded startup state frames from 4 to 6 * EX * Decreased juggle x velocity from 0.2 to 0.15 * Pin Wheel -> Dive * Normal * Decreased X Velocity from 0.4 to 0.3 * Decreased hit stun from 21 to 20 * Decreased block stun from 17 to 15 * EX * Decreased X Velocity from 0.8 to 0.7 * Pin Wheel -> Slide * Retracted hit box top from 3.0 to 1.75 * Removed extended hurt boxes * Super Run * Decreased each hit base damage from 30 to 26 * Effective damage decreased from 288 to 252 * Super Pin Wheel * Decreased each hit base damage from 60 to 50 * Effective damage decreased from 291 to 240 * TYara * Moves * Jumps * Decreased X Velocity from 0.2 to 0.18 * Decreased Y Velocity from 0.63 to 0.535 * Decreased Y Acceleration from 0.3 to 0.25 * Walk Forward * Increased move speed from 0.145 to 0.155 * Walk Backward * Increased move speed from 0.1 to 0.11 * DTC * Updated animation * St.HP * Now destroys projectiles * Shield Charge * L / M / H * Post-Hold Startup * Added armor back to frames [1, 5] (was [1, 9] before last version) * EX * Now throw invincible frames [1, 15] * Chop * All Versions * Now destroy projectiles * Not a trade, they will still hit the opponent even if also hitting a projectile * EX * First Hit * Decreased hit stun from 29 to 20 * Decreased block stun from 25 to 12 * Second Hit * Extended hit box right from 5.75 to 6.0 * All Characters * Moves * JTC * Grounded startup now throwable * Generic * All Body Types * Extended airborne movebox bottom from 4.5 to 4.0 * Extended juggle hurtbox bottom from 2.0 to 1.0 * Collision Box Controller * Increased Crossup Translation Scale Reduction from 0.25 to 0.5 * Increased Crossup Airborne Translation Scale from 0.25 to 0.5 * Push Back * Amount of push frames calculation now based on hit stop instead of hit stun * Decreased Speed Factor from 5.0 to 4.0 * Decreased Stun Frame Scale from 1.5 to 1.0 * Decreased LaunchPushBackFrames_Fast from 25 to 20 * Decreased LaunchPushBackFrames_Heavy from 40 to 30 * These are the frames used in the push back calculation when applying attacker corner push on juggles * Hit Stop * Standardized all lights to 8/16 (most were 7/15) * Airborne_Light = 11/19 * Standardized all medium to 11/19 * Standardized all heavy / special to 13 / 20 * Damage * Adjusted combo scaling: * Old: [1.0, 0.8, 0.6, 0.4, 0.3] * New: [1.0, 0.8, 0.6, 0.4, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.2, 0.2, 0.1] * Input * Sequences * QCFx2 / QCBx2 * Reverted change from 0.1.9.d * Camera * Decreased wall padding from 8.5 to 8.0 * Main Object (Eye) * Increased X Drag from 0.2 to 0.35 * Decreased Y Position from 4.3 to 4.0 * Increased Scale Y Position from 7.5 to 25.0 * Increased Max Y Position from 12.0 to 50.0 * Target Object (Look Position) * Increased X Drag from 0.25 to 0.35 * Decreased Y Position from 6.2 to 6.1 * Increased Scale Y Position from 7.5 to 25.0 * Increased Max Y Position from 12.0 to 50.0 * Vertical Depth * Increased Scale from 10.0 to 50.0 * Increased Y Max from 12.0 to 50.0 * Increased Drag from 0.4 to 0.5 * Decreased Scale Max from 8.0 to 4.0 * Character Hit Shake * Disabled * Code * Actions * Added a generic concept of "Actions" * These are easily-extandable classes that can be used to execute a desired action on an entity (character). * Starting with converting the meter system to use this system * Removed the old functionality * Requirements * Added the concept of requirements * These are easily-extendable classes that can be used to gate certain actions, depending on the context * For instance, previously there was a field on all moves that specified how much meter it requires to be used. * Now this is done by adding the "EX_Meter_2" requirement to their list of requirements. * When checking if a move can be used, it runs through all the requirements and makes sure they all check out, instead of having specific code calls for each check * Some example requirements: * EX_Meter_2 (2 bar supers) * EX_Meter_4 (4 bar supers) * TC_Meter_1 (DTC) * DuringGameplay (Supers can't be used Post-KO) * SuperModifierActive (require a certain install to be active) * These can be applied to multiple contexts, but right now they are only used for checking if a move can be used, and if a cancel can be used * Game Effects * Some optimizations and improvements to how they're used * Super Modifiers (Installs) * Refactored how the data for these are created, referenced, and used * Should be simpler, easier to extend, and more performant * Animation Controller * Fixed an issue with the calculation that clamps an animation's interpolated frames to its keyframes, causing it to sometimes be incorrect (or most of the time, slightly incorrect) * This is the calculation that is done to remove Unity's built in animation interpolation and allow us to only display the keyframes of an animation * Almost every animation in the game had the possibility of being slightly off due to this, so the fix should help quite a bit even if it wasn't noticed * Move Controller * Fixed an issue that caused characters to delay a frame before going into their hit animation, when being hit while already in hit freeze (hit stop). * This effectively gave these moves +1 more frame of hit stun, allowing for unintended combos. * This should only affected Cid when hitting at the same time as a grenade. * Projectiles * Reworked projectile collision detection logic * Projectiles no longer require a hurt box * Projectile - Projectile collisions now happen between hit boxes * Added support for strike - projectile collision
Punch Planet - Early Access - Sector-K Games
https://youtu.be/glGqZkeIZBE
Galactic Citizens, G-Agents are being dispatched to your location!

Download the latest patch to access G-Agent for versus, training, and online.
Apr 30, 2018
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.2.1.a Patch Notes

https://docs.google.com/document/d/1O8OvlBEbwSthNbrnIxsNPxdPbd_nSJFq3_DdOX5T1DE/edit

* 0.2.1.a * Data * Characters * G-Agent * General * G-Agent is now playable * Health = 925 * Damage Scale = 0.925 * Move List * Unique Normals * Forward + MK * Follows up into HK (Overhead) * Forward + HK * Specials * Lunar Disc: QCF + P * Crescent Kick: DP + K * Crescent Splits: QCB + K * Supers * Lunar Geyser: * Input: QCFx2 + P * Cost: 2 EX * Raging Sentai: * Input: LK -> LK -> Forward -> LP -> HK * Cost: 4 EX * Roy * General * Decreased general reset x-velocity from 0.155 to 0.145 * Model * Disabled persistent gun light * Moves * Jump * Decreased Y Velocity from 0.8 to 0.76 * Decreased Y Acceleration from 0.04 to 0.0375 * Dash Backward * Decreased animation x movement scale from 0.9 to 0.85 * DTC * Updated animation * Cr.MP * Removed extended hurt box from active and followthrough states * Increased hit stun from 24 to 25 * Hit Advantage: * Link: [+7, +11] => [+8, +12] * DTC -> Attack: +10 => +11 * DTC -> Forward Dash: +1 => +2 * CH Advantage: * Link: [+10, +14] => [+11, +15] * DTC -> Attack: +13 => +14 * DTC -> Forward Dash: +4 => +5 * Increased block stun from 14 to 15 * Block Advantage: * Link: [-3, +1] => [-2, +2] * DTC -> Attack: +0 => +1 * DTC -> Forward Dash: -9 => -8 * St.HP * Increased push back on hit from 1.75 to 2.25 * St.HK * Decreased pre-hold and hold states animation x movement scale from 1.0 to 0.0 * Cr.HK * Increased startup state frames from 8 to 10 * HeadButt * L * Increased startup state frames from 11 to 14 * Gunshots * All * Now trades with projectiles * Normal versions count as a single hit, EX version counts as two (will destroy two hit projectiles) * Added Light FX * L * Added a secondary hit-box that is higher up but doesn't reach as far * Meant to trade with G-Agent projectiles if very close * M * Increased push back on hit from 3.0 to 3.5 * Super Gunshot * Added Light FX * Cid * General * Decreased general reset x-velocity from 0.155 to 0.145 * Moves * Jump * Decreased Y Velocity from 0.8 to 0.76 * Decreased Y Acceleration from 0.04 to 0.0375 * DTC * Updated animation * Cr.LP * Increased push back on hit from 2.5 to 2.75 * Decreased recovery state frames from 4 to 3 * Hit Advantage: * Link: [+6, +8] => [+7, +9] * St.LK * Decreased juggle x-velocity from 0.15 to 0.14 * Increased hit stun from 16 to 17 * Hit Advantage: * Link: [+4, +5] => [+5, +6] * CH Advantage: * Link: [+6, +7] => [+7, +8] * St.MP * Fast Version * Increased hit stun from 21 to 23 * Hit Advantage: * Link: [+5, +7] => [+7, +9] * DTC -> Attack: +7 => +9 * DTC -> Forward Dash: -2 => +0 * CH Advantage: * Link: [+8, +10] => [+10, +12] * DTC -> Attack: +10 => +12 * DTC -> Forward Dash: +1 => +3 * Both Versions * Increased post-hold startup state frames from 3 to 4 * Decreased push back on hit from 2.0 to 1.75 * Cr.MP * Fast Version * Increased push back on hit from 1.75 to 2.5 * St.MK * Decreased startup state frames from 7 to 6 * St.HP * Decreased pre-hold frames from 7 to 6 * Increased hold frames from 12 to 14 * Both Versions * Increased post-hold startup state frames from 3 to 4 * Charged Version * Decreased push back on block from 3.0 to 2.5 * Decreased block stun from 16 to 14 * Block Advantage: * Link: [-4, -3] => [-6, -5] * DTC -> Attack: +2 => +0 * DTC -> Forward Dash: -7 => -9 * Cr.HP * Fast Version * Increased push back on hit from 3.0 to 4.5 * Increased push back on block from 1.5 to 2.0 * Charged Version * Decreased short hop cancel x-velocity from 0.225 to 0.15 * St.HK * Increased startup state frames from 13 to 14 * Increased followthrough state frames from 10 to 13 * Increased hit stun from 19 to 22 * Hit Advantage: * Link: [+1, +2] (unchanged) * DTC -> Attack: +5 => +8 * DTC -> Forward Dash: -4 => -1 * CH Advantage: * Link: [+5, +6] (unchanged) * DTC -> Attack: +9 => +12 * DTC -> Forward Dash: +0 => +3 * Increased block stun from 14 to 16 * Block Advantage: * Link: [-4, -3] => [-5, -4] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -9 => -6 * Knife Rush * L * No longer grab invincible * Increased push back on hit from 2.5 to 3.0 * Decreased recovery state frames from 6 to 5 * Decreased hit stun from 21 to 20 * Hit Advantage: * Link: [+1, +5] (unchanged) * DTC -> Attack: +7 => =6 * DTC -> Forward Dash: -2 => -3 * CH Advantage: * Link: [+5, +9] (unchanged) * DTC -> Attack: +11 => +10 * DTC -> Forward Dash: +2 => +1 * Block Advantage: * Link: [-10, -6] => [-11, -7] * DTC -> Attack: -4 (unchanged) * DTC -> Forward Dash: -13 (unchanged) * M * Increased push back on hit from 2.5 to 3.75 * EX * Increased armor frames from [1, 9] to [1, 11] * Now grab invincible frames [1, 11] * Increased startup state frames from 8 to 10 * Knife Wheel * Updated animation * L / M / H * Adjusted projectile invincible frames from [6, 22] to [21, 26] * Decreased initial startup (grounded) state frames from 19 to 16 * Increased later startup (airborne) state frames from 5 to 10 * Total startup frames increased from 24 to 26 (28 until it hits grounded opponents) * Increased block stun from 15 to 19 * Block Advantage: * Link: [-6, -3] => [-2, +1] * EX * No longer grab invincible * Adjusted projectile invincible frames from [0, 23] to [10, 30] * Decreased initial startup (grounded) state frames from 15 to 14 * Increased later startup (airborne) state frames from 5 to 10 * Total startup frames increased from 20 to 24 (24 until it hits grounded opponents) * Increased hit stun from 24 to 25 * Hit Advantage: * Link: [+3, +6] => [+4, +7] * CH Advantage: * Link: [+7, +10] => [+8, +11] * Increased block stun from 18 to 19 * Block Advantage: * Link: [-3, +0] => [-2, +1] * Grenade (Move) * All Versions * Removed extended hurt box during active / followthrough states * L * Increased followthrough state frames from 12 to 15 * Decreased recovery state frames from 11 to 10 * M * Increased followthrough state frames from 14 to 19 * Decreased recovery state frames from 12 to 10 * H * Increased followthrough state frames from 12 to 21 * Decreased recovery state frames from 13 to 10 * EX * Increased * Grenade (Projectile) * L / M / H * Increased hit stun from 16 to 19 * Increased block stun from 6 to 9 * EX * Decreased second-hit block stun from 16 to 8 * Super Ball * Decreased base damage on each hit from 34 to 32 * Total effective damage decreased from 290 to 270 * Dog * General * Decreased general reset x-velocity from 0.155 to 0.145 * Moves * Jumps * Decreased X Velocity from 0.23 to 0.22 * Decreased Y Velocity from 0.725 to 0.64 * Decreased Y Acceleration from 0.031 to 0.0275 * Dash Forward * Updated animation * Dash Backward * Increased first active state animation x movement scale from 0.85 to 0.75 * Decreased second active state animation x movement scale from 0.85 to 0.75 * Increased recovery state animation x movement scale from 0.85 to 1.0 * St.LP * Decreased hit stun from 19 to 18 * Hit Advantage: * Link: [+8, +10] => [+7, +9] * CH Advantage: * Link: [+10, 12] => [+9, +11] * Cr.LP * Decreased hit stun from 19 to 18 * Hit Advantage: * Link: [+8, +10] => [+7, +9] * CH Advantage: * Link: [+10, 12] => [+9, +11] * St.MP * Animation changed to the same as Run -> Mid Strike * Hit box now follows the animation * Increased startup state frames from 5 to 6 * Decreased followthrough state frames from 12 to 9 * Increased cancel window (St.HP) during followthrough state from frame 2 to frame 6 * Decreased hit stun from 22 to 19 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +8 => +5 * DTC -> Forward Dash: +0 => -3 * CH Advantage: * Link: [+6, +8] (unchanged) * DTC -> Attack: +11 => +8 * DTC -> Forward Dash: +3 => +0 * Decreased block stun from 17 to 14 * Block Advantage: * Link: [-2, +0] (unchanged) * DTC -> Attack: +3 => +0 * DTC -> Forward Dash: -5 => -8 * Increased push back on hit from 2.5 to 4.0 * Increased push back on block from 1.75 to 2.5 * Cr.MP * Decreased startup state frames from 7 to 6 * Retracted hit box right from 6.4 to 6.0 * Retracted hurt box right from 5.5 to 5.1 * St.MK * Now causes two hits * Damage distributed across both * Cr.MK * Decreased startup state frames from 8 to 7 * Enabled animation interpolation during followthrough state * St.HP * No longer super cancellable * No longer causes a hard knockdown against airborne opponents * Decreased followthrough state frames from 11 to 8 * Decreased hit stun from 25 to 21 * Hit Advantage: * Link: [+6, +9] => [+5, +8] * DTC -> Attack: +11 => +7 * DTC -> Forward Dash: +3 => -1 * CH Advantage: * Link: [+10, +13] => [+9, +12] * DTC -> Attack: +15 => +11 * DTC -> Forward Dash: +7 => +3 * Increased block stun from 13 to 17 * Block Advantage: * Link: [-6, -3] => [+1, +4] * DTC -> Attack: -1 => +3 * DTC -> Forward Dash: -9 => -2 * Dw.Fw.HP * Added DownForward + HP * Uses slide animation * St.HK * Decreased initial startup state animation x movement scale from 1.5 to 1.0 * Increased second startup state animation x movement scale from 1.5 to 2.0 * Decreased active state animation x movement scale from 1.0 to 0.5 * Decreased block stun from 16 to 14 * Block Advantage: * Link: [-14, -10] => [-16, -12] * DTC -> Attack: +2 => +0 * DTC -> Forward Dash: -6 => -8 * Decreased grounded juggle x-velocity from 0.2 to 0.175 * Increased grounded juggle y-velocity from 0.3 to 0.31 * Cr.HK * Animation changed to the same as Run -> Leap Strike * Frame data is unchanged * Hit boxes and hurt boxes now follow the animation * Run -> Slide * Both Versions * Retracted hit box top from 3.0 to 1.75 * Removed extended hurt boxes * Run -> Leap Strike * Updated animation * Both Versions * Decreased initial startup (grounded) state frames from 8 to 4 * Increased later startup (airborne) state frames from 14 to 18 * Normal * Decreased animation x movement scale from 1.0 to 0.6 * EX * Decreased animation x movement scale from 1.0 to 0.8 * Pin Wheel * All * Now throw invincible frames [1, 6] * Decreased Y Velocity from 0.725 to 0.645 * Decreased Y Acceleration from 0.04 to 0.035 * Now halves the x velocity on frame 30 of the airborne active state * Increased cancel window into dive during active state from frames [19, 27] to [19, 29] * L / M / H * Increased grounded startup state frames from 4 to 6 * EX * Decreased juggle x velocity from 0.2 to 0.15 * Pin Wheel -> Dive * Normal * Decreased X Velocity from 0.4 to 0.3 * Decreased hit stun from 21 to 20 * Decreased block stun from 17 to 15 * EX * Decreased X Velocity from 0.8 to 0.7 * Pin Wheel -> Slide * Retracted hit box top from 3.0 to 1.75 * Removed extended hurt boxes * Super Run * Decreased each hit base damage from 30 to 26 * Effective damage decreased from 288 to 252 * Super Pin Wheel * Decreased each hit base damage from 60 to 50 * Effective damage decreased from 291 to 240 * TYara * Moves * Jumps * Decreased X Velocity from 0.2 to 0.18 * Decreased Y Velocity from 0.63 to 0.535 * Decreased Y Acceleration from 0.3 to 0.25 * Walk Forward * Increased move speed from 0.145 to 0.155 * Walk Backward * Increased move speed from 0.1 to 0.11 * DTC * Updated animation * St.HP * Now destroys projectiles * Shield Charge * L / M / H * Post-Hold Startup * Added armor back to frames [1, 5] (was [1, 9] before last version) * EX * Now throw invincible frames [1, 15] * Chop * All Versions * Now destroy projectiles * Not a trade, they will still hit the opponent even if also hitting a projectile * EX * First Hit * Decreased hit stun from 29 to 20 * Decreased block stun from 25 to 12 * Second Hit * Extended hit box right from 5.75 to 6.0 * All Characters * Moves * JTC * Grounded startup now throwable * Generic * All Body Types * Extended airborne movebox bottom from 4.5 to 4.0 * Extended juggle hurtbox bottom from 2.0 to 1.0 * Collision Box Controller * Increased Crossup Translation Scale Reduction from 0.25 to 0.5 * Increased Crossup Airborne Translation Scale from 0.25 to 0.5 * Push Back * Amount of push frames calculation now based on hit stop instead of hit stun * Decreased Speed Factor from 5.0 to 4.0 * Decreased Stun Frame Scale from 1.5 to 1.0 * Decreased LaunchPushBackFrames_Fast from 25 to 20 * Decreased LaunchPushBackFrames_Heavy from 40 to 30 * These are the frames used in the push back calculation when applying attacker corner push on juggles * Hit Stop * Standardized all lights to 8/16 (most were 7/15) * Airborne_Light = 11/19 * Standardized all medium to 11/19 * Standardized all heavy / special to 13 / 20 * Damage * Adjusted combo scaling: * Old: [1.0, 0.8, 0.6, 0.4, 0.3] * New: [1.0, 0.8, 0.6, 0.4, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.2, 0.2, 0.1] * Input * Sequences * QCFx2 / QCBx2 * Reverted change from 0.1.9.d * Camera * Decreased wall padding from 8.5 to 8.0 * Main Object (Eye) * Increased X Drag from 0.2 to 0.35 * Decreased Y Position from 4.3 to 4.0 * Increased Scale Y Position from 7.5 to 25.0 * Increased Max Y Position from 12.0 to 50.0 * Target Object (Look Position) * Increased X Drag from 0.25 to 0.35 * Decreased Y Position from 6.2 to 6.1 * Increased Scale Y Position from 7.5 to 25.0 * Increased Max Y Position from 12.0 to 50.0 * Vertical Depth * Increased Scale from 10.0 to 50.0 * Increased Y Max from 12.0 to 50.0 * Increased Drag from 0.4 to 0.5 * Decreased Scale Max from 8.0 to 4.0 * Character Hit Shake * Disabled * Code * Actions * Added a generic concept of "Actions" * These are easily-extandable classes that can be used to execute a desired action on an entity (character). * Starting with converting the meter system to use this system * Removed the old functionality * Requirements * Added the concept of requirements * These are easily-extendable classes that can be used to gate certain actions, depending on the context * For instance, previously there was a field on all moves that specified how much meter it requires to be used. * Now this is done by adding the "EX_Meter_2" requirement to their list of requirements. * When checking if a move can be used, it runs through all the requirements and makes sure they all check out, instead of having specific code calls for each check * Some example requirements: * EX_Meter_2 (2 bar supers) * EX_Meter_4 (4 bar supers) * TC_Meter_1 (DTC) * DuringGameplay (Supers can't be used Post-KO) * SuperModifierActive (require a certain install to be active) * These can be applied to multiple contexts, but right now they are only used for checking if a move can be used, and if a cancel can be used * Game Effects * Some optimizations and improvements to how they're used * Super Modifiers (Installs) * Refactored how the data for these are created, referenced, and used * Should be simpler, easier to extend, and more performant * Animation Controller * Fixed an issue with the calculation that clamps an animation's interpolated frames to its keyframes, causing it to sometimes be incorrect (or most of the time, slightly incorrect) * This is the calculation that is done to remove Unity's built in animation interpolation and allow us to only display the keyframes of an animation * Almost every animation in the game had the possibility of being slightly off due to this, so the fix should help quite a bit even if it wasn't noticed * Move Controller * Fixed an issue that caused characters to delay a frame before going into their hit animation, when being hit while already in hit freeze (hit stop). * This effectively gave these moves +1 more frame of hit stun, allowing for unintended combos. * This should only affected Cid when hitting at the same time as a grenade. * Projectiles * Reworked projectile collision detection logic * Projectiles no longer require a hurt box * Projectile - Projectile collisions now happen between hit boxes * Added support for strike - projectile collision
Punch Planet - Early Access - Sector-K Games
Galactic Citizens, Punch Planet was recently featured on WNF. If you missed the live show, you can check out the Pre-Show interview and sneak peak G-Agent game play on the official Level Up Series Youtube Channel below.

https://www.youtube.com/watch?v=4Oj5kGBsS7s

For more info about WNF and the Level Up Series you can check out http://www.levelup-series.com/

Or follow them on Twitter @levelupseries
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?v=a-iDp0uPmk8

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
Mar 29, 2018
Punch Planet - Early Access - Sector-K Games
Punch Planet - 0.1.9.d Patch Notes

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

* 0.1.9.d * Data * Characters * All Characters * Moves * Jumps * Standardized all cancel windows into attacks from [1, some number that it used to be] to [1, jumpActiveFrames - 4] * -4 to give the landing leniency a little room * Before it was as big as -6 (roy, cid) and -8 (dog) * Should allow deeper jump ins across the board * Should cause more deep jump attacks to land before their active frames come out * Should make it slightly harder to time empty jump -> landing attack * Forgot to increase this cancel window last time I increased jump active frames * Tyara remains at -6 * JTC * Bottom of all airborne movement boxes is now set to an absolute value of 2.5 instead of extending 2.0 from the default * Generic * Collision Boxes * All Body Types * Reversions * Decreased all hurt box width by 0.6 * Decreased all movement box width by 0.4 * Decreased all grab box width by 0.4 * Changes * Decreased all hurt box width by 0.2 * Decreased all movement box width by 0.2 * Decreased all grab box width by 0.2 * Retracted all airborne / juggle move box bottoms by 0.5 * Extended all knockdown move box tops by 0.5 * Roy * Moves * St.LK * Updated animation * Extended hit box right from 3.75 to 4.5 * Extended hit box top from 2.75 to 3.5 * Retracted hit box bottom from 0.0 to 0.75 * Cr.HK * Decreased knockdown frames from 39 to 35 * Cid * Moves * Cr.HK * Extended hit box right from 7.0 to 7.25 * Increased followthrough state frames from 12 to 15 * Increased recovery state frames from 8 to 10 * Increased block stun from 13 to 16 * Block Advantage: * Link: [-10, -7] => [-12, -9] * DTC -> Attack: -1 => +2 * DTC -> Forward Dash: -10 => -7 * Decreased knockdown frames from 37 to 34 * Dog * General * Decreased damage scale from 0.95 to 0.925 * Moves * Jumps * Decreased x velocity from 0.24 to 0.23 * St.LK * No longer chainable into from light attacks * Cr.LK * No longer chainable into from light attacks * Cr.MP * Increased push back on hit from 2.0 to 3.0 * Jp.MP * Updated animation * No longer disables lower standard hurt box * St.MK * Increased startup state frames from 8 to 9 * Cr.MK * First Hit * Increased push back on hit from 0.5 to 1.5 * Increased push back on block from 0.5 to 1.5 * Retracted hit box right from 6.0 to 5.0 * Retracted hurt box right from 5.5 to 4.5 * Increased followthrough state frames from 3 to 12 * Decreased recovery state frames from 21 to 12 * St.HP * Now super cancellable * Cr.HK * Increased first startup state (grounded) frames from 7 to 9 * Total startup frames increased from 20 to 22 * Increased hit stun from 17 to 18 * Hit Advantage: * Link: [+1, +5] => [+2, +6] * DTC -> Attack: +3 => +4 * DTC -> Forward Dash: -5 => -4 * CH Advantage: * Link: [+4, +8] => [+5, +9] * DTC -> Attack: +6 => +7 * DTC -> Forward Dash: -2 => -1 * Pin Wheel * Normal Versions * Increased recovery from 8 to 10 frames * EX Version * Now super cancellable * Decreased startup x velocity from 0.35 to 0.2 * Extended hit box right from 2.0 to 2.5 * Retracted hit box left from 0.25 to 0.75 * Pin Wheel -> Dive * Both Versions * Retracted hit box left from 0.5 to 1.5 * Notes: * Crosses up slightly less, but still quite easily * EX Version * Increased x velocity from 0.675 to 0.8 * Run -> Mid Strike * Normal Version * Increased followthrough state frames from 13 to 14 * Increased hit stun from 23 to 24 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: +1 => +2 * CH Advantage: * Link: [+7 +9] (unchanged) * DTC -> Attack: +13 => +14 * DTC -> Forward Dash: +5 => +6 * Block Advantage: * Link: [-10, -8] => [-11, -9] * DTC -> Attack: -4 (unchanged) * DTC -> Forward Dash: -12 (unchanged) * EX Versions * Decreased wall bounce x velocity from 0.4 to 0.3 * TYara * Moves * Shield Charge * L / M / H * Pre-Hold Startup * Removed armor from pre-hold frames * Post-Hold All Versions * Decreased armor from unlimited to 1 * Post-Hold Charged Version * No longer unblockable * Push Back * Increased stun frame scale from 1.25 to 1.5 * Battle Camera * Old * Removed * Main * Main Object (Eye) * Increased Y Position from 4.2 to 4.3 * Increased Scale Y Position from 7.0 to 7.5 * Now goes slightly higher than the target position when at max height * Target Object (Look Position) * Increased Y Position from 6.1 to 6.2 * Collision Box Controller * Decreased crossup translation scale reduction from 0.5 to 0.25 * Decreased crossup airborne translation scale from 0.5 to 0.25 * These affect how much players are pushed out when one is crossing the other up * Input * Sequences * QCFx2 / QCBx2 * Changed input: * Old: Down -> DownForward -> AnyForward (!AnyDown) -> AnyDown (!AnyForward) -> AnyForward (previous !AnyForward) * New: AnyDown -> AnyForward (previous !AnyForward, !DownForward) -> AnyDown (previous !AnyDown) -> AnyForward (previous !AnyForward) * Hit Stop (Normal / Parried) * Light: 8/16 => 7/15 * Light_Beefy: 10/18 => 9/17 * Light_Airborne: 12/20 => 11/19 * Medium_Cancellabe: 14/20 => 13/20 * Medium_NonCancellable: 14/20 => 13/20 * Medium_Beefy: 16/20 => 15/20 * Medium_Airborne: 14/20 => 13/20 * Heavy_Cancellable: 14/20 => 13/20 * Heavy_NonCancellable: 14/20 => 13/20 * Heavy_Beefy: 16/20 => 15/20 * Heavy_Airborne: 14/20 => 13/20 * Special: 14/20 => 13/20 * Special_Airborne: 14/20 => 13/20 * Special_Beefy: 16/20 => 15/20 * Super: 16/20 => 15/20 * Roy_Gunshot: 12/20 => 10/18 * UI * Training Mode * Added hit vertical type / hit advantage flyup * Must have "Attack Info" enabled * Will probably expand on this more in the future * Code * Input Sequences * For input nodes (each input in a sequence), added support for specifying a null input for the previous frame. This allows for setting an input that is invalid given a previous frame's input. * IE, a valid input could be AnyForward, but can now require that the previous frame was not AnyForward
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