Originally designed for the Sector-K Wars, any surviving ARN units were converted into peace keeping street units by the Galactic Agency. After years of wear and tear, they have developed a reputation for being aggressive and unpredictable.
Move List
Command Normals
Backward Medium Punch: Backward + MP
Down Backward Medium Punch: Down + Backward + MP
Backward Heavy Punch: Backward + HP
Squat Kick (Left): Down + LK (After Squat Kick Right)
Squat Kick (Right): Down + LK (After Squat Kick Left)
Dive Bomber: Down + MK (In Air)
Special Moves
Energy Turret: (Charge) Back -> Forward + Punch
Rapid Taser: (Charge) Back -> Forward + Kick
Orbital Strike: (Charge) Down -> Up + Punch
Battery Discharge: (Charge) Down -> Up + Kick
Jet Pack (Charge) Back -> Forward + Punch (In Air)
Back Boost 2x Kicks (In Air - EX Only)
Super Moves
Maximum Thrusters: (Charge) Back -> Forward (x2) + Kick (Grounded + Airborne, Costs 2 Bars)
Access Denied: QCFx2 + Punch (Costs 4 Bars)
Performance Optimizations
Made some engine improvements to the projectile, game effect, and sound object caching systems, should improve per-frame performance and rollback performance.
Input Leniency
Chain: Increased from 4 to 10
A few characters also received a few balanced adjustments
TYara
Cr.MP: Added standing frames during startup, fixed counter hit giving heavy frame advantage instead of medium
St.MP: Decreased extended hurt box frames
Cr.HP(Charged): Increased juggle value
St.HK: Increased juggle value
Jp.MK: Fixed counter hit giving heavy frame advantage instead of medium
Jp.HK: Fixed counter hit giving medium frame advantage instead of heavy
FlyingGoddess.Regular: Decreased juggle value
BreakYourBones.All: Increased damage scaling, increased damage, extended hit box range
Fixed JTC input priority so that it doesn't conflict with special attacks, addresses an inconsistency when using this input while trying to cancel into special moves at the same time.
Throws
Extended range, should be a bit more strong.
Taunts
Decreased cancel window into DTC, should get better advantage when using Taunt and trying to get away with it.
Chained Light Attacks
Light attacks can no longer chain on whiff, should be it easier to buffer these moves into light special attacks without producing a chain and also make these light attacks slightly more whiff punishable.
Collision Boxes
Extended empty jump hurt box bottom, should be slightly easier to hit jumping opponents from below.
Input
Slightly increased the normal link leniency (reverted to previous), decreased special link leniency (same as normal now), and increased the leniency coming out of hit / block stun.
Push Back
Slightly adjusted the push back calculation, should look a bit smoother.
[previewyoutube="b3Ih8P-TWOU;full"] This update contains gameplay balance adjustments, character animation improvements, and engine quality of life enhancements.
Added network connection display when playing online matches
Added interface option for toggling network connection display
Added interface option for toggling player info when playing online
GRAPHICS OPTIONS
Added Framerate Type option. This lets the engine to adjust how and when it processes the game loop, and allows the game to run at frame rates other than 60 frames per second. Available options:
Locked (60): 60 FPS locked (default - current functionality)
Unlocked (Refresh Rate): Does not enable Unity's VSync, FPS still tied to monitor refresh rate
Unlocked (Uncapped): FPS is not bound, game will render as fast as possible
These options can be helpful for running on machines that have monitors with higher-than-60 hz refresh rates, which can reduce visual stutters and provide a smoother experience. Some of these may have an effect on input lag depending on the machine, so please test and see which one is right for you.
ANIMATIONS
Updated almost all animations of characters being hit and knocked around, combos and attacks should look better across the board
Updated hit / block stun animations
Updated wall bounce animations
Updated juggle animations
Updated knockback animations
Updated sweep animations
Updated rise animations
Updated proximity block animations
This is a pretty extensive quality improvement overall and should really help sell the visual impact from the defender's side.
BATTLE CAMERA
More changes to the in-game camera, should generally feel more consistent and readable, especially for air-to-air situations.
CHAINED LIGHT ATTACKS
Adjusted and re-balanced the timing window for all chained light attacks. Generally the rule is that chaining into light-punch attacks as quickly as possible will now yield a true-block string. Chaining lights as quickly as possible will now "jail" the defender (none of their inputs will come out), which has a few implications for both the attacker and defender:
The attacker can push the defender out without risking retaliation
The attacker no longer receives a free frame-trap, they must delay their chain input if they want to allow the defender to attempt a counter
The defender must risk more when attempting to counter while they are being chained, since their input is not guaranteed to come out
COLLISION BOXES - HURT BOXES
All body types have had their hurt box width decreased, which generally makes them thinner and a bit harder to hit. This should make the neutral game a bit more nuanced (need to be slightly closer for all things to hit) and increase the effectiveness of whiff punishes (more opportunities). Some specific combos may be lost but we've tried to mitigate it as much as possible.
COLLISION BOXES - MOVE BOXES
All body types have had their move box width decreased, which will allow characters to get slightly closer to each other. Also helps mitigate the above hurt box change.
Also, the height of all standing and crouching move boxes has been lowered a bit. This should allow characters to land slightly lower on top of each other before they are physically resolved (left / right).
COLLISION BOXES - GRAB BOXES
Slightly increased the width of all body types' grab boxes, which should make it slightly easier to grab characters.
DAMAGE - CHIP DAMAGE
Increased chip damage from Special-Attacks and Super-Attacks across the board, should make blocking these moves hurt a bit more.
DAMAGE - CHIP KILLS
EX-Special-Attacks can no longer chip kill the opponent (KO while blocking), Super-Attacks are now the only attacks that will work.
DAMAGE - FAKE GUTS
Added "Fake" GUTS, a visual-only adjustment to how character health is mapped to the health bar. Instead of a 1:1 mapping (50% health = 50% bar), there is now a subtle curve that weights lower health (50% health ~= 45% bar). This has a few affects on things:
Makes low health situations feel more "tense" (hits / combos are harder to read if they will KO)
Makes combos at max health look beefier (even though they aren't)
Can help players feel like they are "low health" earlier (maybe they start playing more conservative sooner)
DAMAGE - SCALING
Adjusted combo scaling to make them fall off a bit faster
Old: 100%, 80%, 60%, 50%, 45%, 40%, 35%, 30%
New: 100%, 80%, 60%, 50%, 40%, 30%
DASH - FORWARD
Being hit during a forward dash's startup or active state will now grant the attacker a counter hit.
DASH - BACKWARD
All characters' back dash animations have been adjusted so that they cover more ground during the first 6 frames. This should help characters avoid being reset at point blank range when they are hit immediately after their invulnerable frames have run out.
Also, the total frames of all back dashes have been standardized to 24 frames. This is a nerf for four characters (Roy, Cid, Agent, Maxx had 22), a buff for one (Tyara had 25), and no change for one (Dog). This should help balance the effectiveness of using back dash as an escape tool (easier to punish), a movement tool (covers same distance over more frames), or as a counter attack (less advantage).
EFFECTS
Added some new character effects to give more clarity to a couple situations
Added blue flast to characters when they are reset by the opponent
Added blue flash and flyout to characters when they start their wake up animation
HIT STOP
All hit stop values (freeze when collisions happen) have been standardized and reduced across the board. This will make the game feel faster and snappier, and make offense slightly more difficult (execution must be faster):
Light attacks: Reduced from 7/8 to 6
Medium attacks: Reduced from 10/11 to 8
Heavy attacks: Adjusted from 9/11 to 10
Special attacks: Remain 12
Airborne normal attacks: Reduced from 9 to 8
In general it is now 6/8/10/12 for light/medium/heavy/special respectively. Parry values have been adjusted by the same relative values (hit stop + 4)
INPUT - LENIENCY
Most of the input leniency values when returning to a neutral state have been reduced. This affects how easy is it to string actions together or perform actions when coming out of recovery states, and these changes will generally make things more difficult to execute because input timing is more strict. Affected situations:
Normal -> Neutral (Link): Decreased from 3 to 2
Special -> Neutral (Link): Decreased from 6 to 4
Wakeup -> Neutral (Wakeup): Decreased from 4 to 3
Dash -> Neutral: Decreased from 4 to 3
Hit/Block Stun -> Neutral: Decreased from 3 to 2
Reversal -> Decreased from 8 to 6
These changes should make the execution a bit more tight, and will affect the risk / reward players have when deciding what combos or attacks to go for while in a match.
Also improved a few situations' leniency for easier execution:
Dash -> JTC: Increased from 10 to 20
Projectile -> DTC: Increased from 8 to 20
INPUT - DTC MINIMUM FRAMES
Decreasaed the minimum amount of frames needed after a move is input and when a DTC can be triggered. With the hit stop reductions this needed to be reduced as well so moves like Agent Cr.MP (fast DTC-able moves) could function.
JUGGLES
Fixed the function that calculates how many frames till the ground a character has when they are juggles. Should make juggle -> ground impact animations sync up better (correctly)
METER
Slightly decreased how much T-meter is gained per-frame, should make this meter a bit more precious.
Increased time per T-bar from 17.1~ seconds to 17.5~ seconds
JTC
JTC has been broken into two distinct versions, a Hop version (done from neutral) and a Dash version (done from a dash). Previously these two situations would use the same data, but now the JTC they produce have a few differences:
Hop: Does not go as far, will not corpse hop
Dash: Goes farther, can corpse hop
These changes should help balance the risk / reward when going for a corpse hop mix up (slower and more telegraphed since it requires a dash), and also help improve the effectiveness of going for a meaty JTC attack (point blank JTC will never go over, so players can focus more on the timing of the JTC than getting the spacing right as well).
Other changes to the JTC in general:
Decreased hit box range
Adjusted later hit box so that it won't cross up
Decreased pushback
Decreased juggle x-velocity
These changes should make it a bit less effective in neutral, but a bit easier to convert off when it does hit.
JUMPS
Reduced the cancel window for all jumps to disallow 2 frames on the end of the jump (right before landing), which should make it easier to perform empty jumps into grounded attacks.
All characters have also had their jump arcs adjusted, mostly to give them a slightly higher arc but move faster vertically.
PUSH BACK
Some adjustments to how fast pushback is applied when attacks connect, should make hits feel punchier and resolve a bit faster
Decreased pushback calculation frames (pushback happens over fewer frames)
Decreased pushback calculation speed factor
Increased trade pushback scale (trades will push each character out more)
Increased crossup pushback scale
Decreased pushback on Airborne-Normal-Attacks
All characters have also had the pushback on their light attacks standardized
All light-punch attacks now have the same amount of pushback
All light-kick attacks' pushback have been adjusted to not be more than the light-punches (some can have less)
This should make light attack combo / string situations feel more consistent across the board
SUPERS - COUNTER HIT
When hit during the recovery, all Super-Attacks now grant a counter hit bonus to the attacker.
TAUNTS
Added a Taunt for each character, input is HP + HK.
THROWS - HURT BOX
Added extended hurt boxes to the followthrough state of all Regular-Throws, should make it much easier to whiff punish.
THROWS - TECH WINDOW
Decreased standard throw tech window frames from 8 to 7, should make defending against throws a little more difficult.
WALKING - RAMP
Made a few adjustments to how the walk ramp movement curve is applied, wanted to make the entire ramp happen faster but start from a lower start speed:
Decreased walk ramp frames from 6 to 4
Decreased walk ramp start speed from 50% to 25%
This should make extremely fast micro walking (one or two frames) feel a bit more precise (travels less distance), but characters will reach their maximum walk speed quicker than before.
WALKING - SPEED
Backward walk speeds for all characters has been reduced across the board. This should help exaggerate the difference between moving forward and moving backward, which makes it harder for characters to retreat from pressure and harder to move out of footsie range (on the flip side easier to stay in footsie range if moving a lot).
Roy
Walk.Forward: Decreased speed
Walk.Backward: Significantly decreased speed
Dash.Backward: Increased total frames, adjusted distance
Jp.HK: Increased startup frames, decreased active frames, decreased block stun, decreased KD frames, now only causes a hard KD against juggled opponents
Gunshot.L: Decreased pushback, no longer hits against airborne opponents, decreased block stun / adv
Gunshot.M: Decreased damage
Gunshot.H: Decreased distance moved during follow (gun recoil), decreased damage
Gunshot.EX: Can no longer chip kill, decreased damage
KnifeRush.M: Decreased pushback on hit, increased startup distance
KnifeRush.EX: Increased travel distance during startup, now super cancellable, can no longer chip kill
KnifeWheel.L: Increased damage
KnifeWheel.M: Decreased damage
KnifeWheel.H: Decreased damage
KnifeWheel.EX: Increased damage, can no longer chip kill
Grenade.Projectile.L/M/H: Decreased damage
Grenade.Projectile.EX: Decreased damage, can no longer chip kill, increased second-hit hitbox width
Super.Ball: Increased each hit parry hit stop, increased damage on block, increased final hit corner pushback, increased un-hittable KD frames, now grants counter hit
TYara
General: Increased damage scale
Walk.Forward: Decreased speed
Walk.Backward: Significantly decreased speed
Dash.Backward: Decreased total frames, adjusted distance
Jumps: Adjusted jump arc (jumps higher)
Throw.Forward: Increased KD frames
Throw.Backward: Decreased KD frames
Proximity Block: Added unique animation
Hit / Block Stun: Updated all animations
St.LP: Updated animation, decreased startup frames, increased recovery frames, reduced hitbox range, reduced hubox range, increased hit stun (less adv overall), increased block stun, now chains into St.LP, Cr.LP, and Cr.LK
Cr.LP: Updated animation, adjusted chain window, reduced hit adv
Jp.MK: Decreased active frames, increased follow frames, increased hit stun, decreased damage, can no longer cross up, reduced hitbox range, reduced hurtbox range
Shield.EX: Updated animation, Increased startup and active state distance, can no longer chip kill
FlyingGoddess.All: Removed additional combo scaling, decreased distance travelled on whiff, changed startup state to crouching, decreased spike x-velocity, decreased spike corner pushback, decreased damage
FlyingGoddess.L/M/H: Now throw invincible while grounded
HeadLopper.All: Updated animation, adjusted hit / hurtboxes to new animation, decreased damage, increased follow frames, increased hit stun / adv, increased block stun / adv, all travel same distance
St.LK: Can now be chained into from other Light-Attacks, increased pushback, adjusted follow / recovery ratio
Cr.LK: Can now be chained into and out of other Light-Attacks, increased recovery frames, increased hit stun (but less advoverall), increased block stun (same adv)
St.MP: Increased active frames, decreased follow frames, decreased pushback, adjusted cancel window into St.HP, reduced hitbox range, decreased hit stun / adv, decreased block stun / dtc adv
PinWheel->Dive.EX: Decreased dive x-velocity, increased block stun, can no longer chip kill
PinWheel->Slide.EX: Can no longer chip kill
Run->Stop.All: Added frames of deceleration (moves slightly farther forward)
Run->Slide.All: Increased distance
Run->Slide.Normal: Increased juggle value
Run->Slide.EX: Can no longer chip kill
Run->MidStrike.All: Reduced hitbox range
Run->MidStrike.Normal: Increased startup distance, decreased startup frames, increased pushback on hit
Run->MidStrike.EX: Increased startup distance, decreased juggle value, decreased knockback x-velocity, now super cancellable, increased block stun / adv, can no longer chip kill
Run->LeapStrike.All: Decreased airborne startup frames, decreased KD frames, raised hitbox top, raised hitbox bottom, first two active frames no longer hit against crouching opponents, decreased pushback, decreased KD corner pushback
Run->LeapStrike.EX: Increased startup distance, increased startup height, decreased recovery frames, no longer knocks down against grounded opponents, decreased block stun, can no longer chip kill
Super.PinWheel: Updated animation, recovery state change to crouching, increased startup distance, extended first-hit hitbox range, increased damage on block, increased block stun (no longer allows gaps between hits), increased final-hit corner pushback, increased final-hit juggle x-velocity, now grants counter-hit, increased non-hittable KD frames
Super.Run: Updated animation, lowered hitbox top, no longer hits against airborne opponents (juggled still works), increased damage on block, now grants counter-hit, increased non-hittable KD frames
Agent-G
General: Decreased damage scale
Walk.Forward: Slightly decreased speed
Walk.Backward: Decreased speed
Dash.Forward: Decreased total frames
Dash.Backward: Updated animation, increased total frames, adjusted distance
Jp.HK: Decreased hit stun, decreased block stun, now causes a soft KD against airborne opponents (still hard against juggled)
CrescentKick.All: Startup now crouching, can no longer DTC when used as a reversal, increased last-hit juggle y-velocity, increased first-hit corner pushback, decreased final hit KD frames
Buff-U(Move).All: Buff is no longer removed when hit, decreased meter gain, can now always execute, Buff is now removed after throwing bottle (regular version)
Super.LastCall.Both: Now grants counter-hit, increased block damage, increased knockdown frames
Super.LastCall.Normal: Slightly increased corner push back
[previewyoutube="Az3nKCkq8Oo;full"] This update contains new free DLC costumes for four of the characters, gameplay system changes, and character balance adjustments
- Added new free DLC costumes for TYara, Dog, Agent-G, and Maxx
TYARA - HUNTRESS COSTUME
Before she was Princess to her people she was a Huntress like many others. Featuring huntress armor made from the beasts native to Punch Planet.
Costume for TYara in Punch Planet
Includes 10 Colors
\
DOG - TERMINATE COSTUME
Before Dog escaped the secret government lab he was sent on "Special Assignments". Featuring battle damage revealing some of his many modifications.
Costume for Dogin Punch Planet
Includes 10 Colors
AGENT - PROTOTYPE COSTUME
Before the signature Power Suit was created Galactic Agents field tested various prototypes. Featuring bulky batteries and non inlaid energy wires.
Costume for Agent-G in Punch Planet
Includes 10 Colors
MAXX - LUNAR LEAGUE COSTUME
Before Maxx became a bouncer in the Black Market District he was a semi famous Lunar League player. Featuring his signature Lunar League equipment and torn jacket.
Costume for Maxx in Punch Planet
Includes 10 Colors
These costumes are now available for all Early Access owners!
TRAINING
Added support for selecting counter-hit settings while the training dummy is set to "Jump" and "Crouch"
Added support for selecting block settings while the training dummy is set to "Crouch"
Added support for selecting reversal settings while the training dummy is set to "Crouch"
CAMERA
Changed the in-game camera a lot. Should have less and smoother movement in general, and feel slightly more "2D"
HIT STOP
Slightly decreased hit stop (freeze that happens when hits connect) for medium, heavy, and airborne attacks, should make the game feel slightly faster execution wise
PUSH BACK
Slightly decreased the speed at which characters are pushed when being hit with attacks, distance is unchanged
CHARACTER HEALTH
Increased all character health across the board. Some characters gained more than others but generally should extend rounds a bitboard)
DAMAGE - BLOCK
Chip damage (damage applied when certain attacks are blocked) is no longer affected by character and global scaling
All attacks that cause chip have been re-balanced (generally less damage across the board)
Fixed a bug with super freeze that would allow the throw-immunity frames to decrease during the freeze. This fixes an issue where TYara and Agent-G 4-bar supers could not be jumpable in situations where they were at -1 or -2 frame advantage
ROUND TIME
Increased frames per game second from 50 to 55, this increases total round time from 82~ seconds to ~90 seconds
ATC
After a successful ATC, can now block immediately. This should reduce the effectiveness of multi-hit moves and situations against ATC
After a successful ATC, can now perform special moves immediately. This should open the door to some new punishes and strategies
Decreased active frames, timing for a successful parry is slightly more strict
Increased recovery frames, timing for being punished for a failed parry is slightly worse
JTC
Decreased corner push back when used as a juggle or reset
LIGHT ATTACKS - 4F NORMALS
Standardized all 4f light attacks so that they are -3 when ATC'd by an opponent. Previously some were -2 and some were -4
EX MOVES - WALL BOUNCES
EX Special moves that cause a wall bounce have been adjusted so that they now only happen when used in a combo. Previously this was affected by whether the move was used as a reversal or not. This affects Roy's EX.Headbutt, Cid's EX.KnifeRush, TYara's EX.Shield, and Dog's EX.Run.MK, these moves will now need to be combo'd into in order to gain a followup
MOVEMENT
Decreased walk ramp frames, walk speed will hit max speed quicker
Walk ramp curve is now linear, walk speed will increase at a consistent pace rather than a curve
NORMAL THROWS
Decreased startup frames, normal throws are slightly faster
Increased active frames, should help catch more especially with respect to throw immune frames (now same value = 3f)
Decreased total recovery frames, should be slightly less punishable on a failed throw
COLLISION BOXES
Retracted grab box width, need to be slightly closer to throw the opponent. These are also now standardized between body types
Increased grab box width extension when performing attacks, should increase the chance at being thrown out of things
Standardized all move box widths between body types (Medium / Big / Dog), previously some were wider than others, should make physical collision situations more consistent
Roy
Health: Increased from 1000 to 1100
Walk.Forward: Increased speed
Walk.Backward: Increased speed
Jumps: Adjusted arc (distance unchanged)
St.LK: Decreased push back
Cr.MK: Extended hit box, extended hurt box
St.HP: Decreased push back
St.HK.Charged: Retracted hit box
Headbutt.All: Retracted hit box
Headbutt.EX: Increased damage, no longer causes wall bounce unless used in a combo
Cid
Health: Increased from 975 to 1075
Walk.Forward: Increased speed
Walk.Backward: Increased speed
Jumps: Adjusted arc (distance unchanged)
St.LP: Increased recovery, increased hit stun, increased block stun
St.LK: Increased recovery, increased block stun
Jp.MP.Fast: Now causes a reset instead of juggle
St.MK: Decreased damage
Cr.MK: Increased push back
Jp.HP.Charged: Decreased hit stun, decreased block stun
St.HK: Increased push back, decreased block stun
Jp.HK: Decreased block stun, decreased juggle value
KnifeRush.L/M/H: Decreased knockback distance
KnifeRush.EX: Increased damage, no longer causes wall bounce unless used in a combo
KnifeWheel.EX: Decreased damage
Super.Ball: Decreased corner push back when used as a juggle
TYara
Costume: Added Huntress
Health: Increased from 1050 to 1200
Damage: Increased scaling from 0.875 to 0.95
Walk.Backward: Increased speed
Jumps: Adjusted arc, decreased distance
St.LP: No longer special cancellable, no longer super cancellable
Cr.LK: Increased followthrough, increased hit stun, increased block stun
St.MP: Updated animation, first hit box now active for all frames, removed second hit box
Cr.MP: New move, close range AA, very advantageous on grounded hit
Jp.MP: New move, fast low range air normal
Jp.MK: Moved from Jp.HK
St.HP: Decreased followthrough, decreased hit stun, decreased block stun
Jp.Dw.HP: Disabled lower hurt box during startup
St.HK: Now causes a juggle against grounded opponents, now super cancellable, increased juggle value
Cr.HK: Adjusted ground / airborne startup ratio
Jp.HK: Moved from Jp.MK, now causes a juggle against grounded opponents
ShieldCharge.L/M/H: No longer gains unlimited armor, now gains a new hit of armor on each shield bang, armor now covers into the active frames when released, increased release startup, can now cancel the hold into dash if a hit is absorbed
ShieldCharge.EX: No longer causes wall bounce unless used in a combo, increased startup, increased travel distance
HeadLopper.All: Retracted hit box top, increased startup, adjusted hit advantage
BreakYourBones.All: Increased combo scaling, retracted hit box range
St.HP: Increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, retracted hurt box range, increased push back on hit, decreased push back on block, increased hit stun
Fw.HP: Increased damage, increased Buff-U armor start, now loses Buff-U after using, now causes a ground bounce against airborne opponents
Cr.HP: Fixed animation movement, now gains armor with Buff-U, now loses Buff-U after using
Jp.HP: Decreased startup
St.HK: Now special cancellable, increased juggle value, increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, increased followthrough, increased hit stun
Cr.HK: Now gains armor with Buff-U, now loses Buff-U after using, decreased corner push back, decreased juggle distance, increased active frames
Jp.HK: Increased active frames, extended hit box bottom
HookSwing.All: Increased travel distance during startup
HookSwing.L/M/H: Retracted hit box range, decreased push back, decreased travel distance during active / followthrough
HookSwing.L: Decreased block stun
HookSwing.M: Increased followthrough, increased hit stun, decreased block stun
HookSwing.EX: Retracted 1st-Hit hit box range, 2nd-Hit now cancellable into forward jump on hit, 2nd-Hit now cancellable into Buff-U on hit, 2nd-Hit decreased juggle height
GroundAndPound.All: Decreased combo scaling, how hits against juggled opponents, changed pre-grab animation on opponent, fixed an issue when hitting on the same frame as opponent is parrying a Buff-U bottle
GroundAndPound.L/M/H: Last hit now cancels into HappyHour
GroundAndPound.L: No longer causes a hard knockdown, decreased knockdown frames
GroundAndPound.M: Decreased whiff recovery frames
GroundAndPound.H: Decreased whiff recovery frames
LastCall.Super.Normal: Decreased corner push back, decreased damage, first hit now OTGs
LastCall.Super.Buffed: Increased damage
HappyHour.Super: Now drains a small amount of meter while active
Version 0.5.3.a is now released! This update contains a few game optimizations, new VO for Tyara, a new Training Stage + Music, and some small gameplay adjustments.
Version 0.5.3.a is now released! This update mostly contains balance adjustments, meter system overhaul, general optimizations, and some other general gameplay changes.
Optimizations Bunch of optimizations done, game should perform better and feel snappier.
Meter - System Overhaul Refactored how meter that gets awarded when landing attacks gets defined and used in the engine, so that it's more consistent and easier to balance.
Previously every attack (and hit of an attack) had a specific value for how much meter was given to the attacker and defender when it landed. This made it pretty hard to adjust these values because it required changing a lot of individual values (takes time and prone to error).
Now every attack can reference a shared value for this. For instance all medium attacks can reference the same meter values, which allows us to balance all medium attacks' meter gain from a single source rather than many. Attacks can also define custom data if they need it.
With this in mind, the meter gain for all characters when landing attacks have been re-balanced.
Proximity Boxes - Projectiles Proximity boxes for projectiles now starts from the center, rather than a few units in front (like character attacks). This is only really useful for the new proximity boxes on Maxx's bottles (to avoid the situation where someone can walk in and out of proximity by holding backwards if the bottle is right on top of them).
Battle Camera Adjusted movement so that it averages over more frames, but moves a bit faster, should feel a bit more aggressive.
Hit Stop Slightly less hit stop for medium and heavy attacks, should feel a little faster.
Super Freeze Adjusted the movement curve of the camera so that it's a bit smoother but faster, should feel snappier.
Push Back - Trades When trades occur, the amount of push back applied to each attacker is reduced from 100% to 75% of the distance. ie if two moves each with 5.0 push back trade with each other, both attackers will be pushed back 3.75 instead.
Crossups Fixed an issue when calculating the character direction (left / right) when both characters are directly on top of each other (and not in the corner).
Previously if both character's X position was the exact same (one player is directly above the other), it would make a decision based on who was higher up and on which side of the stage. This was pretty rare outside of the corner (which has separate logic) but it allowed for inconsistent situations depending on where it happened and which direction the characters were going.
Now when this situation happens, it will just use whatever the previous frame's direction was. ie if one character is facing right -> both characters have same position -> character continues to face right (where previously it might have switched them to facing left).
Thanks to discord user ElToonRak for finding a consistent Dog setup that showed this!
Optimized grenade projectile model
Optimized knife electricity fx model
Optimized super ball fx model
Health: Decreased from 1075 -> 1050
Jumps: Fixed issue where she'd spend an extra frame in the air if she hit a button
FlyingGoddess: Slightly decreased damage, extended hit box bottom
BreakYourBones: Slightly decreased damage
Dash Backward: Decreased distance
St.LP: Decreased push back
Cr.LP: Decreased push back
St.HK: No longer forces stand on block
PinWheel->Dive: Increased block stun
EX.Run->Slide: Less recovery
EX.Run->Leap: Increased block stun, decreased juggle remove value
CrescentKicks: Extended initial hit box
CrescentSplits: Adjusted all normal versions on block (light safer, medium more unsafe, heavy now unsafe), slightly adjusted all normal versions on hit, ex version increased knockdown frames
Health: Decreased from 1050 to 1025
Jumps: Adjusted arc (doesn't jump as high)
Cr.LP: Extended hit box
G.A.P: light version decreased horizontal distance, EX version no longer grab invulnerable
As always, you can read the detailed patch notes here
Punch Planet - Version 0.5.2.c
Version 0.5.2.c is now released! This update contains training mode improvements and some performance optimizations.
Training Mode - Reversal Actions Added the ability to have the training dummy perform actions after being struck or getting up from a knockdown. Players can choose up to five actions that will be done automatically. Actions can be chosen from a list of available moves per-character and are saved between game sessions.
This will be extremely helpful for players who want to learn the ins-and-outs of the game engine, by allowing them to set up specific situations in order to test their frame traps, knockdown setups, whiff punish spacing and more.
This implementation is pretty good but it doesn't quite allow for testing of all the situations, but it will be serviceable for a majority of use cases. Eventually we will add support for recording your own actions, but setting up the UX for that is substantially more work.
Training Mode - Block Type "First" Added ability to set the training dummy to block the first attack of a sequence, and get hit by the rest. This allows players to test situations where their first hit is blocked but their followup attack lands.
Training Mode - Block Type "Auto" Updated Updated auto blocking logic for the training dummy, which should cover some situations that were previously not working:
Will now block when being air-reset
Will now block when rising from a knockdown
Will now block when being hit with a mid->low true-blockstring
Training Mode - KO Enabled Added ability to KO opponents in training mode.
Training Mode - Health Start Settings Added ability to set the starting and refresh value for health.
Training Mode - Health Regen Settings Added ability to toggle whether health regenerates or not in training mode.
Training Mode - Per Player Settings All above player settings in addition to T-Meter, E-Meter, and Maxx-HappyHour settings, are now settable per-player. Can be helpful if a player wants to practice with unlimited meter against a cpu that doesn't.
Training Mode - Updated Health / Meter Refresh Logic Updated logic that controls when health and meter is refreshed so that it's more consistent and correct. These will now only refresh once the player has returned to a neutral state and does not initiate another move.
Training Mode - Added Game Timer Added option for turning on the game timer.
General Optimizations Made some low-level code optimizations to the move and input controllers that should make these a bit faster. These functions get called many times per frame when trying to figure out which move needs to be used, and the improvements should make the game feel snappier and help with rollback situations (very cpu dependant).
We are excited to share our plans for DLC during Steam Early Access
[B]IT'S FREE![/B]
Steam Early Access Supporters of Punch Planet will receive any available in-development Costumes and other DLC free of charge, which will also carry over into the full release of the game.
Today we are kicking it off with two new costumes, one for each Roy and Cid!
Sport Cid's getup from her time in the Galactic Forces, featuring commando gear and a serrated combat knife.
Available in ten colors, more info on the store page
Before Roy went undercover, he patrolled the streets in the standard Luna PD uniform. Featuring riot armor and the standard issue laser pistol.
Available in ten colors, more info on the store page
Here's a bit of footage of both the costumes in action
https://www.youtube.com/watch?v=auLgCbJ14fc&feature=youtu.be
These costumes are now available for all Early Access owners!
Also included in this update are some improvements to the lobby system, main menu music changes, and some small balance adjustments.
Online - Lobby Improvements We've made a few small improvements to the lobby functionality.
Players can now choose to move themselves down in the rotation queue. If a player has someone behind them in the rotation, they now have the option to switch places with that person and give them their spot. This can be repeated until the player is at the end of the queue.
Lobby hosts can now update the settings of their lobby after it has been created. Size and privacy can now be set without requiring the host to leave and create a new lobby.
With the above changes, we also adjusted the visuals of the lobby and in-game spectator pause dialogs. The "Leave Rotation" button is now on the left side along with the other buttons and new buttons, and new labels have been inserted into the player list to divide between current players, players that are in the rotation, and players who are only spectating.
Main Menu Music If the main menu is left to idle for a certain amount of time, the music will now transition into random stage songs.
Benchmarking Tool Added a benchmarking tool to the graphics options. This will help players tune their graphics settings for their hardware, and provide us with a standardized environment for testing for performance discrepancies between characters and stages. Players can choose character / stage / music settings and allow the CPU to fight against itself at the fastest speed your computer can go, and are graded based on fast it performs. Choosing the same character settings will result in the same exact playback (between runs and between machines), so feel free to compare with other players.
Battle Camera Gameplay camera now moves faster horizontally.
Character Shake Disabled the character shake that happens when collisions happen, wasn't really working out. Will possibly revisit at another time with a different implementation.
St.MK: Slightly increased hit box range
Cr.MK: Slightly increased hit box range
St.HK(charged): Slightly increased enemy launch distance before bouncing off wall
EX.Headbutt: Slightly increased enemy launch distance before bouncing off wall
L.Gunshot: Increased push back
Cr.MP(fast): Slightly increased hit box range
Knife Rush: medium version more push back on hit / less on block, heavy version less push back on block
Run: Normal versions slightly slower, EX version slightly faster
Run->Stop: Adjusted input leniency and priority
EX.Run->MidStrike: Slightly increased enemy launch distance before bouncing off wall
This patch includes visual fx improvements, skippable intros, gameplay ui changes, depth of field adjustments, gameplay balance tweaks, and some other small polish things. Full changelog can be found here
https://www.youtube.com/watch?v=vr7kEeBp5lM
Visual Improvements - Improved Character FX The effect that happens with characters' clones when they use T-meter and E-meter has been improved. When using universal mechanics, the blue dissolve now looks better when fading in and out. EX and Super moves are now accompanied by a scan-line effect on the clone. This should help make their two uses feel more distinct and look cooler.
Visual Improvements - Super Freeze Re-introduced the background lines that become visible when using a Super attack. The technique for rendering these has been changed from using particles to using a shader with scrolling textures, should be more performant and look better.
Visual Improvements - Meter Bar Improvements Meter bar art assets have been updated.
Visual Improvements - "Shiny" Characters Certain character materials can now be "shiny", like Agent's armor and Roy's gun.
Visual Improvements - Depth Of Field The depth of field effect that we've been using during super freeze has been functionally changed. Previously this would toggle on while zooming in on a character during a super or command grab in order to focus on the characters a bit more. Now it is an always-on background effect, used to help give more depth to the far-background elements and also helps the characters "pop" out a bit more.
Visual Improvements - Stage Lighting All stages have had their lighting adjusted, should give the characters more depth and look better.
Intros - Now Skippable Players can now skip their own character intros in versus modes by pressing the start button.
Character Select - Saves Local Selections Character select will now retain character, costume, color, stage, and music options between matches when playing locally. Settings are reset when changing game modes (Versus -> Practice, etc).
Settings Files - Format Change The format for all the local settings files has changed from XML to JSON. These will now be more human readable and easier to use on the engine side, but your settings will all be reset to default, sorry!
Battle Camera Adjusted the camera to be slightly more 2D feeling. Field of view got slightly smaller, distance zoomed slightly closer, no more depth change when jumping.
Character Shake Slightly adjusted the character shake when players take hits, should be a bit more subtle.
Hit Stop Slightly increased medium, heavy, and special attacks' hit stop. With the previous decrease, it made the execution speed for special cancels just a little bit too quick. This is a fine line but we're pretty close to where we want it.
Push Back Slightly increased the push back speed scale, characters should seem like they get pushed back faster than before (same total distance however).
Walk Speed Ramp Slightly increased the total frames that walk speed gets ramped up from 6 to 10 frames. This will mean that characters will take 4 more frames to reach their maximum walk speed. With this in mind, we've also slightly increased most characters' walk speed so that their max speed is higher than before.
Walks: Slightly faster walk forward and walk backward
Walks: Slightly faster walk forward and walk backward
Charged normal attacks: Now gain meter on use
St.LK: Faster startup
Cr.MK: Better hit box for beating opponents directly above/behind
Cr.HP: Worse hit box for beating opponents directly above/behind
Grenades: Retracted hit box top
Super.Install: Lasts longer
Walks: Slightly faster walk forward and walk backward
Damage: Decreased damage scale
Walks: Slightly faster walk forward and walk backward
St.MK: Chains into St.HK sooner
Cr.MK: Slower startup, more time between each hit
Jp.MK: More time between each hit, adjusted first hit collision boxes
DwFw.HP: Input is now Down+HK
St.HK: Adjusted collision boxes, slower startup
Cr.HK: Input is now Down+Backward+HK
Run: Normal version can now cancel into JTC
Run->Leap: Ex version no longer has invincibility in the air
PinWheel->Slide: Ex version no longer gains meter and can now chip kill
Super.Pinwheel: Increased damage
Super.Run: Increased damage
Walks: Slightly faster walk forward and walk backward
Fw.MK: Slightly more recovery
LunarDisc: Spawns slightly closer to the player, EX version slower startup
CrescentKicks: Can no longer DTC on hit when used as a reversal, retracted hit box range
Meter: Decreased meter scale
Walks: Slightly slower walk backward (normal and buffed)
Cr.LP: Less push back, less recovery, less hit stun
St.LK: Slightly farther hit box
St.MP: Slower startup, less followthrough / recovery, retracted collision boxes, less hit stun, less block stun
Fw.MP: Slower startup, now target combos into St.HP, more hit stun
Cr.MP: Less recovery, farther hit box, less hit stun
St.MK: Slower startup
St.HP: Slower startup, now receives armor when buffed from Buff-U, increased armor window when buffed
Fw.HP: Now receives armor when buffed from Buff-U, increased armor window when buffed
Cr.HP: No longer receives armor in HappyHour
St.HK: Now receives armor when buffed from Buff-U, increased armor window when buffed
Cr.HK: No longer receives armor in HappyHour
HookSwing.L: Slower startup, less recovery
HookSwing.M: Slower startup, less recovery, less hit stun
HookSwing.EX: First hit increased hit stun, second hit juggles slightly higher
HornyToad: Adjusted airborne/grounded recovery frames so that he is lands faster (same total recovery)
G.A.P: Adjusted damage, light version slower startup, ex version more recovery on whiff
Buff-U: Now grants armor to St.HP, Fw.HP, and St.HK. Slightly less recovery. Using normal version while buffed will now throw the bottle (like EX). Can no longer use while a bottle is active. EX version can now chip kill. Bottle now OTGs.
Super.LastCall(Buffed): Less knockdown frames
Super.HappyHour: No longer allows Maxx to gain meter other than using Buff-U
That's it for the main changes in the update, but as always, there's a ton of little things in the full detailed changelog, which you can find here
As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!