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
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.
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.
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.
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
* 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
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.
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.
* 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