IGB v2.06 is out! Not a huge update overall, but it fixes a major bug that was missed in the last update, and does some slight improvements to some stuff. Here's the changelog:
**Changes & Improvements**
-Replaced one of the older tracks on Retrolands with a new, improved one.
-Updated the stage select icon for The Arena.
-Rearranged the character select a little bit.
**Fixes**
-Fixed a major bug with ledges. Sometimes when trying to roll or climb up from one, you could get stuck.
EDIT: Ledge bug does not appear to be fixed, so expect another patch.
-Felix
Indie Game Battle v2.05 released!
Hey everyone!
We decided to release a new update for you guys while you wait for the big one! We've of course hidden all the big content we're still preparing, but this update has a lot of new stuff added to it that you guys are gonna like, and it overall just boosts the game quality a bit. You'll maybe see why, so here's the changelog:
**Additions**
-Added name tags! You can now type out your own name tag on the Character Select. Supports up to 15 letters.
-Added item throw animations for Cal.
-Added a stage alt for Firkant Express. Now you can ride the train at night!
-Including the new redesign, Retrolands now also features a night time alt!
-Added a taunt for Sol.
-Added a backroll animation for Matt.
-Added stale moves! This means that when you use an attack too much, it's going to decrease in power. Using other moves will help keep the attack to full strength however, so vary your attacks!
**Changes & Improvements**
-Shields now take less damage from attacks, and shieldstun has also been lowered.
-When rolling and shielding, you will no longer enter perfect-shield automatically after a roll.
-When the CPU controls Gip, it will now stop hovering when using up b, instead of staying in hover and not gaining any height from the up b as a result (which meant a lot of SDs from the CPU).
-When trying to get up from a knocked down state, you will no longer fall into tumble again when rolling to get up.
-When a CPU controls Aria, it will now use it's down special to recover horizontally.
-The amount of time you are stuck in the tumble landing animation is now equal for all characters (0.4 seconds).
-Updated Cal's renders and all icons. Also updated his textures and design a little bit.
-Some changes to the Firkant Express stage.
-The character render at the start of the main menu now changes every time you go back to that section of the menu, compared to before where it would only change when reloading the menu after a match.
-You no longer gain SP for getting hit.
-Camera rotation is no longer restricted during pause. While this does allow for a lot of weird stuff, it also allows for some excellent camera angles that weren't previously possible to do, which also lets you take some great screenshots. So we'd argue it's worth it!
-Retrolands has been redesigned entirely!
-Improved some textures on certain characters such as Matt.
-Improved Gip's model a little bit. Mainly his hairstyle, due to a slight design change
-Updated the renders for Gip, Sol, and Ceele.
-Updated some hit effects to have a bit more impact.
-The hit spikes on the edges of the screen now disappear much faster. Should add as much (if not a bit more) impact to hits, while also being less distracting. The spikes are also less visible on weaker hits than before.
-Updated the Mattyhands stage! Collisions are greatly improved, and the design is a bit different. Matt is also now animated and moving slightly, and he will also occasionally change expression.
**Fixes**
-Fixed a major bug where jumping out of shield didn't work.
-Fixed a bug causing certain hitboxes to not connect (such as Chip's uptilt sweetspot)
-Fixed major bug with Aria's down special where all projectiles within a fairly large range would get destroyed while she was using it.
-Fixed bug where the damage percentage text would show as black when at exactly 50% damage.
-Fixed bug where Electroman's jab would cancel out and let him act immediately with another move. This technically also counts as a nerf
-Fixed bug where Huey's nair and upair would do a lot more damage than intended sometimes.
-Fixed bug where Max & STEVE's bair would do a lot more damage than intended sometimes.
-Fixed minor visual bug on the IGB logo on the main menu.
-Fixed bug where Wizard's fair would sometimes not hit at the end of the move due to the z-axis.
**Balancing**
*Buffs*
-Aria's down b now uses 5 PP on startup instead of 10.
-All of Adventure Pals' tilts are now a bit faster.
-Tweak Adventure Pals' up air and down air animations to cover a bit more space around them.
-Gip's weight has been changed from -2 to 2.
-Matt's ftilt now has more knockback growth and base knockback.
*Nerfs*
-Fixed bug where Electroman's jab would cancel out and let him act immediately with another move.
-Sol's special bombs in down special now cost PP to use. Fire bomb costs 20, electricty and ice cost 10, and poison costs 15. The normal bomb is an exception and can be used any time. Normal bomb is also used if the player has less than 20 PP, if the player attempts to use a special bomb.
-The Kid now has more base knockback on the 3rd hit of his jab.
-The Kid now has more base knockback on the 3rd hit of his jab, and less knockback growth.
-The Kid's neutral special now does less damage, has smaller hitboxes, and the apples now also disappear after 8 seconds instead of 12.
-Matt's jab and up air now do a bit less damage.
-Matt now has less knockback growth on his down air and forward air.
-Aria now has less knockback growth on her down air.
-Aria now has less knockback growth on her forward air.
-Blue Blob now has less knockback growth on uptilt.
-Blue Blob now has more endlag on jab hit 1 and 2. Mainly because of an infinite combo.
-Heavily nerfed Captain Viridian's upsmash. Now it has a lot less knockback growth at full charge, and the difference between sourspot and sweetspot power is now also larger.
-Aria's neutral b now heals herself a bit less.
-Gip's upair now does less damage and has less knockback growth.
-Wizard's nair now does a bit less damage, and has smaller hitboxes.
-Wizard's forward smash now comes out a bit later/slower.
-Wizard's fair now comes out a bit later, lasts a bit shorter, and has more endlag. Hitbox size is also a bit smaller than before.
-Wizard's jab1, jab2, jab3, and forward tilt now have smaller hitboxes.
-Artist's forward air now does a bit less vertical knockback and damage.
-Artist's up air now has a bit less knockback growth.
-Artist's side special can no longer be jump-cancelled at any time. Can still be jump-cancelled during endlag, however.
-Matt's up air now does less damage.
-Matt's fsmash now has considerably more startup lag.
-Felix
New teasers, dynamic screen resolution... And grabs!
Hey everyone!
Some cool new stuff this time, so I'll once again just get into it.You'll definitely like some of this stuff!
Another teaser:
https://twitter.com/Kirbypwnage/status/836937150021120001
Rebalanced Artist up b:
https://twitter.com/Kirbypwnage/status/838737502194249730
Grabs are coming!
https://twitter.com/Kirbypwnage/status/839615758976102400
Hmm, another teaser...
https://twitter.com/IndieGameBattle/status/839666401761705986
The Arena's brand new screen:
https://twitter.com/Kirbypwnage/status/840240599710203904
https://twitter.com/Kirbypwnage/status/840253431025561601
Dynamic screen resolutions will be more supported:
https://twitter.com/Kirbypwnage/status/840377877359136768
-Felix
More recent progress
Hey everyone!
Sorry for taking a while with the next update, and for being a bit silent. But we're continuing to work on it. So arm yourself with some patience, as the wait is probably gonna be worth it!
Anyhow, here's some more progress since last update:
Some progress on Crow and Timmy: https://twitter.com/Kirbypwnage/status/829533328466378752
Color alts for Oka and Woodle Beaver:
https://twitter.com/Kirbypwnage/status/831491810614734850
Brand new Logo and Icon for IGB:
https://twitter.com/IndieGameBattle/status/834836722471018496
While not strictly progress, here's an image of IGB's 1st parties!
https://twitter.com/IndieGameBattle/status/833405212387835905
And lastly... Some special teasers. You guys may like these...
https://twitter.com/IndieGameBattle/status/826446194851315713
https://twitter.com/IndieGameBattle/status/829734976954458112
https://twitter.com/IndieGameBattle/status/831910968758185988
-Felix
Recent progress
Hey everyone!
Just a short post to show you some of the stuff we've been up to lately.
Crow progress: https://twitter.com/Kirbypwnage/status/827907510388547584
More Crow: https://twitter.com/Kirbypwnage/status/828264952951664641
Camera restrictions during pause removed: https://twitter.com/Kirbypwnage/status/828302162493112321
Name tags: https://twitter.com/Kirbypwnage/status/828328307439628289
Name tags on the character select: https://twitter.com/Kirbypwnage/status/828559662639357956
Brand new Retrolands stage design: https://twitter.com/Kirbypwnage/status/828599103521165314
-Felix
New character, and teasers!
Hey everyone!
Blanco joins Indie Game Battle!
https://twitter.com/IndieGameBattle/status/825193696471695360
This is just a shorter post to show that we're very alive, and to tell you guys a little bit about what we're up to. :)
First off, though, we revealed a new character yesterday: https://twitter.com/IndieGameBattle/status/823644243302514688
Currently, we're working on the next update, which'll be v2.02. This update again changes and fixes a lot, but the main thing about it is that it adds a whole new game mechanic! It's kind of like when we added back-aerials into the game way back, in the sense that all characters will see this new mechanic.
And of course, while I can say what it is, I'll keep it a secret for now!
Besides this, we've gotten a bit lucky lately, so we've gotten a fair amount of new 3rd party characters.I won't guarantee that v2.02 will feature any new playable characters however, so it may only add them onto the character select.
Like not too long ago, we're hoping to do another IGB Direct to show all this off, but things are still a bit unclear. Anyways, hope you guys are as excited as we are! Stay tuned. :)
-Felix
Indie Game Battle v2.01 released!
Hey everyone!
IGB v2.01 is out! Fixes some stuff, does some balancing, a few additions, etc.
Here's the changelog:
**Additions**
-Added a new costume for Blue Blob.
-Added a Turbo Mode achievement.
**Changes & Improvements**
-Updated a bit of menu UI, especially settings.
-Matt now has a new and improved victory animation.
-Gontaper now turns a proper orange color during his super attack.
-Changed Gontaper's neutral b to function differently.
-Goat now has a hitbox on up special.
**Fixes**
-Fixed bug where Cal's facial expressions would get buggy with one of his alternate color palettes.
-Fixed bug where Teslakid's down b would reflect his neutral b projectiles.
**Balancing**
*Buffs*
-Sol, Goat, and Teslakid can now walljump
-Gontaper now has invincibility during his super attack.
-Goat can now move a bit more horizontally during up special.
-Goat now has a hitbox on up special.
*Nerfs*
-Matt's up special finisher now does less damage, has less knockback growth, and a bit less base knockback.
-Felix
Indie Game Battle v2.0 released!
Hey everyone!
IGB v2.0 is finally out! Adds 5 new characters, several new stages (even some really weird ones...), and more! Most importantly, you'll find the game's physics completely changed, as the game is faster and far less floaty. Also lots of SFX improvements, and so much more!
You can consider v2.0 our christmas gift to you all. :)
The changelog is huge, but it's right below:
**Additions**
-Added Goat as a playable character!
-Added Teslakid as a playable character!
-Added Gontaper as a playable character!
-Added Cal as a playable character!
-Added Sol as a playable character!
-Added the VVVVVV stage!
-Added the stage select pages for page 2, special stages, and funny stages. This also includes 4 new special stages in these new sections!
-Added a new christmas-themed color alt for Matt, as well as 9 other new alt colors.
-Added a new costume for Matt.
-Added 1 new alt color for Aria.
-Added a new costume for Aria.
-Added Something, MG, Ceele, Nick, and Retro to the character select.
-Added the Assist item! Throw it to summon helping characters in battle!
-Added the Assist toggle menu, for customizing assist characters that can appear with the assist item.
**Changes & Improvements**
-The game now generally has higher, stronger gravity. This affects all characters.
The game now has higher maximum fall speeds. Affects all characters.
-Air acceleration is now a little bit slower for all characters, making you unable to change direction completely as quick as before.
-Knockback now gets a bit stronger at higher damage percent.
-When jumping, there is a very quick jumpsquat animation. This animation takes 3 frames, which means jumping is a few frames slower than before.
-Fixed AI bug where the AI would sometimes stop moving in the air. Not affected on many stages, but it could happen close to the ledge on Temple of Godcat, which caused the AI to SD often.
-There is now less screenshake on hits in general; it's been made pretty subtle to not disturb gameplay.
-Airdodging now lasts shorter with less invincibility frames. It takes just as long as before to regain control after airdodging however, making it more punishable.
-Directional airdodging now goes faster and with higher force.
-When in launch, the tumble/launch animation will now play 2x as fast as long as you are in hitstun. It looks a bit cooler, but it can also help you indicate how long you are stuck in hitstun and not.
-Improved some animations for Dust.
-Improved and changed the animation for Matt's up air.
-Rearranged a bit of the UI. Damage peercent and character name are now larger during matches. Stock icons are also a bit larger.
-The SFX for sharp hits (such as when a sword hits a player) has been updated.
-Improved the SFX for light attacks.
-The SFX for attacking now has higher pitch on sword characters, to better differentiate between attacking with a sword and attacking with a punch.
-Landing after a jump now has SFX.
-Improved the VFX for landing and dashing.
-Reduced particles effects on a few characters so that it won't be too intrusive.
-Updated renders and icons for Aria and Blue Blob.
-Visually improved the respawn platforms.
-Item boxes now have VFX when destroyed.
-You can now press the smash attack button to hide the rest of the pause menu UI when paused.
-Improved the voxel/retro costume for Captain Viridian, with a new, cleaner model.
-CPUs will now use jab attacks a bit less.
-When The Kid is controlled by a CPU, he will no longer use his side b so much in battle.
**Fixes**
-Fixed major bug where certain hitboxes would ignore invincibility. This was a huge reason for why dodging and rolling seemingly didn't always work.
-Fixed bug where characters could get stuck with different facial expressions after being hurt, launched, knocked down, etc. It may still happen on some characters, but it should be better and fixed for most.
-Fixed item bug where getting hit while throwing an item wouldn't prevent the item from being thrown, despite canceling the throw animation.
-Fixed bug where if you were hit while in super armor, moves could hit you several times.
-Fixed bug where Blue Blob's forward air could appear as a multi-hit move.
-Fixed bugs on the sourspots of Bingo's forward air and Rex's up air, making them sometimes do too much damage and hit multiple times.
-Fixed hitbox errors on Blue Blob's down air, Matt's down smash, and Zee Tee's down smash. It caused sourspot hitboxes and additional hitboxes to cancel eachother out, therefore ruining the knockback from the sweetspot hitboxes.
-Fixed bug where jab attacks wouldn't be cancelled if you fell off a ledge or platform.
-Fixed bug where if you fell onto a moving platform while in tumble, you wouldn't follow the platform as it moved. So if you stayed in a knocked-down state, you'd slide off.
**Balancing**
*Nerfs*
-Matt's down smash now has a smaller shockwave hitbox. The hitbox also lasts shorter
-Electroman's up special now has a bit less range, a bit less damage, and a changed knockback angle.
-Electroman's neutral b now uses 15 PP instead of the previous 7 PP.
Happy new year everyone!
-Felix
v2.0 is close!
Hey everyone!
Just a tiny update. You may have kept up with us on Twitter, but if you haven't... I'm here to say that the v2.0 update we've been working on for so long is finally coming out!
I'm pretty sure you can guess when it'll be, but... Expect it within a few days!