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
Game Development Live Stream 6/7/18 - Maxx Dev With @PP_Willpower On Twitch.tv
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.
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Game Development Live Stream 5/27/18 - Maxx Dev With @PP_Willpower On Twitch.tv
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.
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Game Development Live Stream 5/19/18 - Maxx Dev With @PP_IAMLEE On Twitch.tv
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.
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Punch Planet - 0.2.1.b
Punch Planet - 0.2.1.b Patch Notes
https://docs.google.com/document/d/1O8OvlBEbwSthNbrnIxsNPxdPbd_nSJFq3_DdOX5T1DE/edit
0.2.1.b
* Characters
* GAgent
* General
* Updated character portrait art
* Moves
* Crescent Split (QCB.K)
* H
* Increased base damage on block from 0 to 15
* Legendary Agent
* Hits now gain meter for the defender
* Increased base damage on first hit from 20 to 40
* Increased based damage on all other hits from 30 to 40
* Total effective damage increased from 320 to 448
* UI
* Gameplay
* Added subtle shadows under all text
0.2.1.a
* Data
* Characters
* G-Agent
* General
* G-Agent is now playable
* Health = 925
* Damage Scale = 0.925
* Move List
* Unique Normals
* Forward + MK
* Follows up into HK (Overhead)
* Forward + HK
* Specials
* Lunar Disc: QCF + P
* Crescent Kick: DP + K
* Crescent Splits: QCB + K
* Supers
* Lunar Geyser:
* Input: QCFx2 + P
* Cost: 2 EX
* Legendary Agent:
* Input: LK -> LK -> Forward -> LP -> HK
* Cost: 4 EX
* Roy
* General
* Decreased general reset x-velocity from 0.155 to 0.145
* Model
* Disabled persistent gun light
* Moves
* Jump
* Decreased Y Velocity from 0.8 to 0.76
* Decreased Y Acceleration from 0.04 to 0.0375
* Dash Backward
* Decreased animation x movement scale from 0.9 to 0.85
* DTC
* Updated animation
* Cr.MP
* Removed extended hurt box from active and followthrough states
* Increased hit stun from 24 to 25
* Hit Advantage:
* Link: [+7, +11] => [+8, +12]
* DTC -> Attack: +10 => +11
* DTC -> Forward Dash: +1 => +2
* CH Advantage:
* Link: [+10, +14] => [+11, +15]
* DTC -> Attack: +13 => +14
* DTC -> Forward Dash: +4 => +5
* Increased block stun from 14 to 15
* Block Advantage:
* Link: [-3, +1] => [-2, +2]
* DTC -> Attack: +0 => +1
* DTC -> Forward Dash: -9 => -8
* St.HP
* Increased push back on hit from 1.75 to 2.25
* St.HK
* Decreased pre-hold and hold states animation x movement scale from 1.0 to 0.0
* Cr.HK
* Increased startup state frames from 8 to 10
* HeadButt
* L
* Increased startup state frames from 11 to 14
* Gunshots
* All
* Now trades with projectiles
* Normal versions count as a single hit, EX version counts as two (will destroy two hit projectiles)
* Added Light FX
* L
* Added a secondary hit-box that is higher up but doesn't reach as far
* Meant to trade with G-Agent projectiles if very close
* M
* Increased push back on hit from 3.0 to 3.5
* Super Gunshot
* Added Light FX
* Cid
* General
* Decreased general reset x-velocity from 0.155 to 0.145
* Moves
* Jump
* Decreased Y Velocity from 0.8 to 0.76
* Decreased Y Acceleration from 0.04 to 0.0375
* DTC
* Updated animation
* Cr.LP
* Increased push back on hit from 2.5 to 2.75
* Decreased recovery state frames from 4 to 3
* Hit Advantage:
* Link: [+6, +8] => [+7, +9]
* St.LK
* Decreased juggle x-velocity from 0.15 to 0.14
* Increased hit stun from 16 to 17
* Hit Advantage:
* Link: [+4, +5] => [+5, +6]
* CH Advantage:
* Link: [+6, +7] => [+7, +8]
* St.MP
* Fast Version
* Increased hit stun from 21 to 23
* Hit Advantage:
* Link: [+5, +7] => [+7, +9]
* DTC -> Attack: +7 => +9
* DTC -> Forward Dash: -2 => +0
* CH Advantage:
* Link: [+8, +10] => [+10, +12]
* DTC -> Attack: +10 => +12
* DTC -> Forward Dash: +1 => +3
* Both Versions
* Increased post-hold startup state frames from 3 to 4
* Decreased push back on hit from 2.0 to 1.75
* Cr.MP
* Fast Version
* Increased push back on hit from 1.75 to 2.5
* St.MK
* Decreased startup state frames from 7 to 6
* St.HP
* Decreased pre-hold frames from 7 to 6
* Increased hold frames from 12 to 14
* Both Versions
* Increased post-hold startup state frames from 3 to 4
* Charged Version
* Decreased push back on block from 3.0 to 2.5
* Decreased block stun from 16 to 14
* Block Advantage:
* Link: [-4, -3] => [-6, -5]
* DTC -> Attack: +2 => +0
* DTC -> Forward Dash: -7 => -9
* Cr.HP
* Fast Version
* Increased push back on hit from 3.0 to 4.5
* Increased push back on block from 1.5 to 2.0
* Charged Version
* Decreased short hop cancel x-velocity from 0.225 to 0.15
* St.HK
* Increased startup state frames from 13 to 14
* Increased followthrough state frames from 10 to 13
* Increased hit stun from 19 to 22
* Hit Advantage:
* Link: [+1, +2] (unchanged)
* DTC -> Attack: +5 => +8
* DTC -> Forward Dash: -4 => -1
* CH Advantage:
* Link: [+5, +6] (unchanged)
* DTC -> Attack: +9 => +12
* DTC -> Forward Dash: +0 => +3
* Increased block stun from 14 to 16
* Block Advantage:
* Link: [-4, -3] => [-5, -4]
* DTC -> Attack: +0 => +3
* DTC -> Forward Dash: -9 => -6
* Knife Rush
* L
* No longer grab invincible
* Increased push back on hit from 2.5 to 3.0
* Decreased recovery state frames from 6 to 5
* Decreased hit stun from 21 to 20
* Hit Advantage:
* Link: [+1, +5] (unchanged)
* DTC -> Attack: +7 => =6
* DTC -> Forward Dash: -2 => -3
* CH Advantage:
* Link: [+5, +9] (unchanged)
* DTC -> Attack: +11 => +10
* DTC -> Forward Dash: +2 => +1
* Block Advantage:
* Link: [-10, -6] => [-11, -7]
* DTC -> Attack: -4 (unchanged)
* DTC -> Forward Dash: -13 (unchanged)
* M
* Increased push back on hit from 2.5 to 3.75
* EX
* Increased armor frames from [1, 9] to [1, 11]
* Now grab invincible frames [1, 11]
* Increased startup state frames from 8 to 10
* Knife Wheel
* Updated animation
* L / M / H
* Adjusted projectile invincible frames from [6, 22] to [21, 26]
* Decreased initial startup (grounded) state frames from 19 to 16
* Increased later startup (airborne) state frames from 5 to 10
* Total startup frames increased from 24 to 26 (28 until it hits grounded opponents)
* Increased block stun from 15 to 19
* Block Advantage:
* Link: [-6, -3] => [-2, +1]
* EX
* No longer grab invincible
* Adjusted projectile invincible frames from [0, 23] to [10, 30]
* Decreased initial startup (grounded) state frames from 15 to 14
* Increased later startup (airborne) state frames from 5 to 10
* Total startup frames increased from 20 to 24 (24 until it hits grounded opponents)
* Increased hit stun from 24 to 25
* Hit Advantage:
* Link: [+3, +6] => [+4, +7]
* CH Advantage:
* Link: [+7, +10] => [+8, +11]
* Increased block stun from 18 to 19
* Block Advantage:
* Link: [-3, +0] => [-2, +1]
* Grenade (Move)
* All Versions
* Removed extended hurt box during active / followthrough states
* L
* Increased followthrough state frames from 12 to 15
* Decreased recovery state frames from 11 to 10
* M
* Increased followthrough state frames from 14 to 19
* Decreased recovery state frames from 12 to 10
* H
* Increased followthrough state frames from 12 to 21
* Decreased recovery state frames from 13 to 10
* EX
* Increased
* Grenade (Projectile)
* L / M / H
* Increased hit stun from 16 to 19
* Increased block stun from 6 to 9
* EX
* Decreased second-hit block stun from 16 to 8
* Super Ball
* Decreased base damage on each hit from 34 to 32
* Total effective damage decreased from 290 to 270
* Dog
* General
* Decreased general reset x-velocity from 0.155 to 0.145
* Moves
* Jumps
* Decreased X Velocity from 0.23 to 0.22
* Decreased Y Velocity from 0.725 to 0.64
* Decreased Y Acceleration from 0.031 to 0.0275
* Dash Forward
* Updated animation
* Dash Backward
* Increased first active state animation x movement scale from 0.85 to 0.75
* Decreased second active state animation x movement scale from 0.85 to 0.75
* Increased recovery state animation x movement scale from 0.85 to 1.0
* St.LP
* Decreased hit stun from 19 to 18
* Hit Advantage:
* Link: [+8, +10] => [+7, +9]
* CH Advantage:
* Link: [+10, 12] => [+9, +11]
* Cr.LP
* Decreased hit stun from 19 to 18
* Hit Advantage:
* Link: [+8, +10] => [+7, +9]
* CH Advantage:
* Link: [+10, 12] => [+9, +11]
* St.MP
* Animation changed to the same as Run -> Mid Strike
* Hit box now follows the animation
* Increased startup state frames from 5 to 6
* Decreased followthrough state frames from 12 to 9
* Increased cancel window (St.HP) during followthrough state from frame 2 to frame 6
* Decreased hit stun from 22 to 19
* Hit Advantage:
* Link: [+3, +5] (unchanged)
* DTC -> Attack: +8 => +5
* DTC -> Forward Dash: +0 => -3
* CH Advantage:
* Link: [+6, +8] (unchanged)
* DTC -> Attack: +11 => +8
* DTC -> Forward Dash: +3 => +0
* Decreased block stun from 17 to 14
* Block Advantage:
* Link: [-2, +0] (unchanged)
* DTC -> Attack: +3 => +0
* DTC -> Forward Dash: -5 => -8
* Increased push back on hit from 2.5 to 4.0
* Increased push back on block from 1.75 to 2.5
* Cr.MP
* Decreased startup state frames from 7 to 6
* Retracted hit box right from 6.4 to 6.0
* Retracted hurt box right from 5.5 to 5.1
* St.MK
* Now causes two hits
* Damage distributed across both
* Cr.MK
* Decreased startup state frames from 8 to 7
* Enabled animation interpolation during followthrough state
* St.HP
* No longer super cancellable
* No longer causes a hard knockdown against airborne opponents
* Decreased followthrough state frames from 11 to 8
* Decreased hit stun from 25 to 21
* Hit Advantage:
* Link: [+6, +9] => [+5, +8]
* DTC -> Attack: +11 => +7
* DTC -> Forward Dash: +3 => -1
* CH Advantage:
* Link: [+10, +13] => [+9, +12]
* DTC -> Attack: +15 => +11
* DTC -> Forward Dash: +7 => +3
* Increased block stun from 13 to 17
* Block Advantage:
* Link: [-6, -3] => [+1, +4]
* DTC -> Attack: -1 => +3
* DTC -> Forward Dash: -9 => -2
* Dw.Fw.HP
* Added DownForward + HP
* Uses slide animation
* St.HK
* Decreased initial startup state animation x movement scale from 1.5 to 1.0
* Increased second startup state animation x movement scale from 1.5 to 2.0
* Decreased active state animation x movement scale from 1.0 to 0.5
* Decreased block stun from 16 to 14
* Block Advantage:
* Link: [-14, -10] => [-16, -12]
* DTC -> Attack: +2 => +0
* DTC -> Forward Dash: -6 => -8
* Decreased grounded juggle x-velocity from 0.2 to 0.175
* Increased grounded juggle y-velocity from 0.3 to 0.31
* Cr.HK
* Animation changed to the same as Run -> Leap Strike
* Frame data is unchanged
* Hit boxes and hurt boxes now follow the animation
* Run -> Slide
* Both Versions
* Retracted hit box top from 3.0 to 1.75
* Removed extended hurt boxes
* Run -> Leap Strike
* Updated animation
* Both Versions
* Decreased initial startup (grounded) state frames from 8 to 4
* Increased later startup (airborne) state frames from 14 to 18
* Normal
* Decreased animation x movement scale from 1.0 to 0.6
* EX
* Decreased animation x movement scale from 1.0 to 0.8
* Pin Wheel
* All
* Now throw invincible frames [1, 6]
* Decreased Y Velocity from 0.725 to 0.645
* Decreased Y Acceleration from 0.04 to 0.035
* Now halves the x velocity on frame 30 of the airborne active state
* Increased cancel window into dive during active state from frames [19, 27] to [19, 29]
* L / M / H
* Increased grounded startup state frames from 4 to 6
* EX
* Decreased juggle x velocity from 0.2 to 0.15
* Pin Wheel -> Dive
* Normal
* Decreased X Velocity from 0.4 to 0.3
* Decreased hit stun from 21 to 20
* Decreased block stun from 17 to 15
* EX
* Decreased X Velocity from 0.8 to 0.7
* Pin Wheel -> Slide
* Retracted hit box top from 3.0 to 1.75
* Removed extended hurt boxes
* Super Run
* Decreased each hit base damage from 30 to 26
* Effective damage decreased from 288 to 252
* Super Pin Wheel
* Decreased each hit base damage from 60 to 50
* Effective damage decreased from 291 to 240
* TYara
* Moves
* Jumps
* Decreased X Velocity from 0.2 to 0.18
* Decreased Y Velocity from 0.63 to 0.535
* Decreased Y Acceleration from 0.3 to 0.25
* Walk Forward
* Increased move speed from 0.145 to 0.155
* Walk Backward
* Increased move speed from 0.1 to 0.11
* DTC
* Updated animation
* St.HP
* Now destroys projectiles
* Shield Charge
* L / M / H
* Post-Hold Startup
* Added armor back to frames [1, 5] (was [1, 9] before last version)
* EX
* Now throw invincible frames [1, 15]
* Chop
* All Versions
* Now destroy projectiles
* Not a trade, they will still hit the opponent even if also hitting a projectile
* EX
* First Hit
* Decreased hit stun from 29 to 20
* Decreased block stun from 25 to 12
* Second Hit
* Extended hit box right from 5.75 to 6.0
* All Characters
* Moves
* JTC
* Grounded startup now throwable
* Generic
* All Body Types
* Extended airborne movebox bottom from 4.5 to 4.0
* Extended juggle hurtbox bottom from 2.0 to 1.0
* Collision Box Controller
* Increased Crossup Translation Scale Reduction from 0.25 to 0.5
* Increased Crossup Airborne Translation Scale from 0.25 to 0.5
* Push Back
* Amount of push frames calculation now based on hit stop instead of hit stun
* Decreased Speed Factor from 5.0 to 4.0
* Decreased Stun Frame Scale from 1.5 to 1.0
* Decreased LaunchPushBackFrames_Fast from 25 to 20
* Decreased LaunchPushBackFrames_Heavy from 40 to 30
* These are the frames used in the push back calculation when applying attacker corner push on juggles
* Hit Stop
* Standardized all lights to 8/16 (most were 7/15)
* Airborne_Light = 11/19
* Standardized all medium to 11/19
* Standardized all heavy / special to 13 / 20
* Damage
* Adjusted combo scaling:
* Old: [1.0, 0.8, 0.6, 0.4, 0.3]
* New: [1.0, 0.8, 0.6, 0.4, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.2, 0.2, 0.1]
* Input
* Sequences
* QCFx2 / QCBx2
* Reverted change from 0.1.9.d
* Camera
* Decreased wall padding from 8.5 to 8.0
* Main Object (Eye)
* Increased X Drag from 0.2 to 0.35
* Decreased Y Position from 4.3 to 4.0
* Increased Scale Y Position from 7.5 to 25.0
* Increased Max Y Position from 12.0 to 50.0
* Target Object (Look Position)
* Increased X Drag from 0.25 to 0.35
* Decreased Y Position from 6.2 to 6.1
* Increased Scale Y Position from 7.5 to 25.0
* Increased Max Y Position from 12.0 to 50.0
* Vertical Depth
* Increased Scale from 10.0 to 50.0
* Increased Y Max from 12.0 to 50.0
* Increased Drag from 0.4 to 0.5
* Decreased Scale Max from 8.0 to 4.0
* Character Hit Shake
* Disabled
* Code
* Actions
* Added a generic concept of "Actions"
* These are easily-extandable classes that can be used to execute a desired action on an entity (character).
* Starting with converting the meter system to use this system
* Removed the old functionality
* Requirements
* Added the concept of requirements
* These are easily-extendable classes that can be used to gate certain actions, depending on the context
* For instance, previously there was a field on all moves that specified how much meter it requires to be used.
* Now this is done by adding the "EX_Meter_2" requirement to their list of requirements.
* When checking if a move can be used, it runs through all the requirements and makes sure they all check out, instead of having specific code calls for each check
* Some example requirements:
* EX_Meter_2 (2 bar supers)
* EX_Meter_4 (4 bar supers)
* TC_Meter_1 (DTC)
* DuringGameplay (Supers can't be used Post-KO)
* SuperModifierActive (require a certain install to be active)
* These can be applied to multiple contexts, but right now they are only used for checking if a move can be used, and if a cancel can be used
* Game Effects
* Some optimizations and improvements to how they're used
* Super Modifiers (Installs)
* Refactored how the data for these are created, referenced, and used
* Should be simpler, easier to extend, and more performant
* Animation Controller
* Fixed an issue with the calculation that clamps an animation's interpolated frames to its keyframes, causing it to sometimes be incorrect (or most of the time, slightly incorrect)
* This is the calculation that is done to remove Unity's built in animation interpolation and allow us to only display the keyframes of an animation
* Almost every animation in the game had the possibility of being slightly off due to this, so the fix should help quite a bit even if it wasn't noticed
* Move Controller
* Fixed an issue that caused characters to delay a frame before going into their hit animation, when being hit while already in hit freeze (hit stop).
* This effectively gave these moves +1 more frame of hit stun, allowing for unintended combos.
* This should only affected Cid when hitting at the same time as a grenade.
* Projectiles
* Reworked projectile collision detection logic
* Projectiles no longer require a hurt box
* Projectile - Projectile collisions now happen between hit boxes
* Added support for strike - projectile collision
G-Agent Now Playable! - New Character Update
https://youtu.be/glGqZkeIZBE
Galactic Citizens, G-Agents are being dispatched to your location!
Download the latest patch to access G-Agent for versus, training, and online.
* 0.2.1.a
* Data
* Characters
* G-Agent
* General
* G-Agent is now playable
* Health = 925
* Damage Scale = 0.925
* Move List
* Unique Normals
* Forward + MK
* Follows up into HK (Overhead)
* Forward + HK
* Specials
* Lunar Disc: QCF + P
* Crescent Kick: DP + K
* Crescent Splits: QCB + K
* Supers
* Lunar Geyser:
* Input: QCFx2 + P
* Cost: 2 EX
* Raging Sentai:
* Input: LK -> LK -> Forward -> LP -> HK
* Cost: 4 EX
* Roy
* General
* Decreased general reset x-velocity from 0.155 to 0.145
* Model
* Disabled persistent gun light
* Moves
* Jump
* Decreased Y Velocity from 0.8 to 0.76
* Decreased Y Acceleration from 0.04 to 0.0375
* Dash Backward
* Decreased animation x movement scale from 0.9 to 0.85
* DTC
* Updated animation
* Cr.MP
* Removed extended hurt box from active and followthrough states
* Increased hit stun from 24 to 25
* Hit Advantage:
* Link: [+7, +11] => [+8, +12]
* DTC -> Attack: +10 => +11
* DTC -> Forward Dash: +1 => +2
* CH Advantage:
* Link: [+10, +14] => [+11, +15]
* DTC -> Attack: +13 => +14
* DTC -> Forward Dash: +4 => +5
* Increased block stun from 14 to 15
* Block Advantage:
* Link: [-3, +1] => [-2, +2]
* DTC -> Attack: +0 => +1
* DTC -> Forward Dash: -9 => -8
* St.HP
* Increased push back on hit from 1.75 to 2.25
* St.HK
* Decreased pre-hold and hold states animation x movement scale from 1.0 to 0.0
* Cr.HK
* Increased startup state frames from 8 to 10
* HeadButt
* L
* Increased startup state frames from 11 to 14
* Gunshots
* All
* Now trades with projectiles
* Normal versions count as a single hit, EX version counts as two (will destroy two hit projectiles)
* Added Light FX
* L
* Added a secondary hit-box that is higher up but doesn't reach as far
* Meant to trade with G-Agent projectiles if very close
* M
* Increased push back on hit from 3.0 to 3.5
* Super Gunshot
* Added Light FX
* Cid
* General
* Decreased general reset x-velocity from 0.155 to 0.145
* Moves
* Jump
* Decreased Y Velocity from 0.8 to 0.76
* Decreased Y Acceleration from 0.04 to 0.0375
* DTC
* Updated animation
* Cr.LP
* Increased push back on hit from 2.5 to 2.75
* Decreased recovery state frames from 4 to 3
* Hit Advantage:
* Link: [+6, +8] => [+7, +9]
* St.LK
* Decreased juggle x-velocity from 0.15 to 0.14
* Increased hit stun from 16 to 17
* Hit Advantage:
* Link: [+4, +5] => [+5, +6]
* CH Advantage:
* Link: [+6, +7] => [+7, +8]
* St.MP
* Fast Version
* Increased hit stun from 21 to 23
* Hit Advantage:
* Link: [+5, +7] => [+7, +9]
* DTC -> Attack: +7 => +9
* DTC -> Forward Dash: -2 => +0
* CH Advantage:
* Link: [+8, +10] => [+10, +12]
* DTC -> Attack: +10 => +12
* DTC -> Forward Dash: +1 => +3
* Both Versions
* Increased post-hold startup state frames from 3 to 4
* Decreased push back on hit from 2.0 to 1.75
* Cr.MP
* Fast Version
* Increased push back on hit from 1.75 to 2.5
* St.MK
* Decreased startup state frames from 7 to 6
* St.HP
* Decreased pre-hold frames from 7 to 6
* Increased hold frames from 12 to 14
* Both Versions
* Increased post-hold startup state frames from 3 to 4
* Charged Version
* Decreased push back on block from 3.0 to 2.5
* Decreased block stun from 16 to 14
* Block Advantage:
* Link: [-4, -3] => [-6, -5]
* DTC -> Attack: +2 => +0
* DTC -> Forward Dash: -7 => -9
* Cr.HP
* Fast Version
* Increased push back on hit from 3.0 to 4.5
* Increased push back on block from 1.5 to 2.0
* Charged Version
* Decreased short hop cancel x-velocity from 0.225 to 0.15
* St.HK
* Increased startup state frames from 13 to 14
* Increased followthrough state frames from 10 to 13
* Increased hit stun from 19 to 22
* Hit Advantage:
* Link: [+1, +2] (unchanged)
* DTC -> Attack: +5 => +8
* DTC -> Forward Dash: -4 => -1
* CH Advantage:
* Link: [+5, +6] (unchanged)
* DTC -> Attack: +9 => +12
* DTC -> Forward Dash: +0 => +3
* Increased block stun from 14 to 16
* Block Advantage:
* Link: [-4, -3] => [-5, -4]
* DTC -> Attack: +0 => +3
* DTC -> Forward Dash: -9 => -6
* Knife Rush
* L
* No longer grab invincible
* Increased push back on hit from 2.5 to 3.0
* Decreased recovery state frames from 6 to 5
* Decreased hit stun from 21 to 20
* Hit Advantage:
* Link: [+1, +5] (unchanged)
* DTC -> Attack: +7 => =6
* DTC -> Forward Dash: -2 => -3
* CH Advantage:
* Link: [+5, +9] (unchanged)
* DTC -> Attack: +11 => +10
* DTC -> Forward Dash: +2 => +1
* Block Advantage:
* Link: [-10, -6] => [-11, -7]
* DTC -> Attack: -4 (unchanged)
* DTC -> Forward Dash: -13 (unchanged)
* M
* Increased push back on hit from 2.5 to 3.75
* EX
* Increased armor frames from [1, 9] to [1, 11]
* Now grab invincible frames [1, 11]
* Increased startup state frames from 8 to 10
* Knife Wheel
* Updated animation
* L / M / H
* Adjusted projectile invincible frames from [6, 22] to [21, 26]
* Decreased initial startup (grounded) state frames from 19 to 16
* Increased later startup (airborne) state frames from 5 to 10
* Total startup frames increased from 24 to 26 (28 until it hits grounded opponents)
* Increased block stun from 15 to 19
* Block Advantage:
* Link: [-6, -3] => [-2, +1]
* EX
* No longer grab invincible
* Adjusted projectile invincible frames from [0, 23] to [10, 30]
* Decreased initial startup (grounded) state frames from 15 to 14
* Increased later startup (airborne) state frames from 5 to 10
* Total startup frames increased from 20 to 24 (24 until it hits grounded opponents)
* Increased hit stun from 24 to 25
* Hit Advantage:
* Link: [+3, +6] => [+4, +7]
* CH Advantage:
* Link: [+7, +10] => [+8, +11]
* Increased block stun from 18 to 19
* Block Advantage:
* Link: [-3, +0] => [-2, +1]
* Grenade (Move)
* All Versions
* Removed extended hurt box during active / followthrough states
* L
* Increased followthrough state frames from 12 to 15
* Decreased recovery state frames from 11 to 10
* M
* Increased followthrough state frames from 14 to 19
* Decreased recovery state frames from 12 to 10
* H
* Increased followthrough state frames from 12 to 21
* Decreased recovery state frames from 13 to 10
* EX
* Increased
* Grenade (Projectile)
* L / M / H
* Increased hit stun from 16 to 19
* Increased block stun from 6 to 9
* EX
* Decreased second-hit block stun from 16 to 8
* Super Ball
* Decreased base damage on each hit from 34 to 32
* Total effective damage decreased from 290 to 270
* Dog
* General
* Decreased general reset x-velocity from 0.155 to 0.145
* Moves
* Jumps
* Decreased X Velocity from 0.23 to 0.22
* Decreased Y Velocity from 0.725 to 0.64
* Decreased Y Acceleration from 0.031 to 0.0275
* Dash Forward
* Updated animation
* Dash Backward
* Increased first active state animation x movement scale from 0.85 to 0.75
* Decreased second active state animation x movement scale from 0.85 to 0.75
* Increased recovery state animation x movement scale from 0.85 to 1.0
* St.LP
* Decreased hit stun from 19 to 18
* Hit Advantage:
* Link: [+8, +10] => [+7, +9]
* CH Advantage:
* Link: [+10, 12] => [+9, +11]
* Cr.LP
* Decreased hit stun from 19 to 18
* Hit Advantage:
* Link: [+8, +10] => [+7, +9]
* CH Advantage:
* Link: [+10, 12] => [+9, +11]
* St.MP
* Animation changed to the same as Run -> Mid Strike
* Hit box now follows the animation
* Increased startup state frames from 5 to 6
* Decreased followthrough state frames from 12 to 9
* Increased cancel window (St.HP) during followthrough state from frame 2 to frame 6
* Decreased hit stun from 22 to 19
* Hit Advantage:
* Link: [+3, +5] (unchanged)
* DTC -> Attack: +8 => +5
* DTC -> Forward Dash: +0 => -3
* CH Advantage:
* Link: [+6, +8] (unchanged)
* DTC -> Attack: +11 => +8
* DTC -> Forward Dash: +3 => +0
* Decreased block stun from 17 to 14
* Block Advantage:
* Link: [-2, +0] (unchanged)
* DTC -> Attack: +3 => +0
* DTC -> Forward Dash: -5 => -8
* Increased push back on hit from 2.5 to 4.0
* Increased push back on block from 1.75 to 2.5
* Cr.MP
* Decreased startup state frames from 7 to 6
* Retracted hit box right from 6.4 to 6.0
* Retracted hurt box right from 5.5 to 5.1
* St.MK
* Now causes two hits
* Damage distributed across both
* Cr.MK
* Decreased startup state frames from 8 to 7
* Enabled animation interpolation during followthrough state
* St.HP
* No longer super cancellable
* No longer causes a hard knockdown against airborne opponents
* Decreased followthrough state frames from 11 to 8
* Decreased hit stun from 25 to 21
* Hit Advantage:
* Link: [+6, +9] => [+5, +8]
* DTC -> Attack: +11 => +7
* DTC -> Forward Dash: +3 => -1
* CH Advantage:
* Link: [+10, +13] => [+9, +12]
* DTC -> Attack: +15 => +11
* DTC -> Forward Dash: +7 => +3
* Increased block stun from 13 to 17
* Block Advantage:
* Link: [-6, -3] => [+1, +4]
* DTC -> Attack: -1 => +3
* DTC -> Forward Dash: -9 => -2
* Dw.Fw.HP
* Added DownForward + HP
* Uses slide animation
* St.HK
* Decreased initial startup state animation x movement scale from 1.5 to 1.0
* Increased second startup state animation x movement scale from 1.5 to 2.0
* Decreased active state animation x movement scale from 1.0 to 0.5
* Decreased block stun from 16 to 14
* Block Advantage:
* Link: [-14, -10] => [-16, -12]
* DTC -> Attack: +2 => +0
* DTC -> Forward Dash: -6 => -8
* Decreased grounded juggle x-velocity from 0.2 to 0.175
* Increased grounded juggle y-velocity from 0.3 to 0.31
* Cr.HK
* Animation changed to the same as Run -> Leap Strike
* Frame data is unchanged
* Hit boxes and hurt boxes now follow the animation
* Run -> Slide
* Both Versions
* Retracted hit box top from 3.0 to 1.75
* Removed extended hurt boxes
* Run -> Leap Strike
* Updated animation
* Both Versions
* Decreased initial startup (grounded) state frames from 8 to 4
* Increased later startup (airborne) state frames from 14 to 18
* Normal
* Decreased animation x movement scale from 1.0 to 0.6
* EX
* Decreased animation x movement scale from 1.0 to 0.8
* Pin Wheel
* All
* Now throw invincible frames [1, 6]
* Decreased Y Velocity from 0.725 to 0.645
* Decreased Y Acceleration from 0.04 to 0.035
* Now halves the x velocity on frame 30 of the airborne active state
* Increased cancel window into dive during active state from frames [19, 27] to [19, 29]
* L / M / H
* Increased grounded startup state frames from 4 to 6
* EX
* Decreased juggle x velocity from 0.2 to 0.15
* Pin Wheel -> Dive
* Normal
* Decreased X Velocity from 0.4 to 0.3
* Decreased hit stun from 21 to 20
* Decreased block stun from 17 to 15
* EX
* Decreased X Velocity from 0.8 to 0.7
* Pin Wheel -> Slide
* Retracted hit box top from 3.0 to 1.75
* Removed extended hurt boxes
* Super Run
* Decreased each hit base damage from 30 to 26
* Effective damage decreased from 288 to 252
* Super Pin Wheel
* Decreased each hit base damage from 60 to 50
* Effective damage decreased from 291 to 240
* TYara
* Moves
* Jumps
* Decreased X Velocity from 0.2 to 0.18
* Decreased Y Velocity from 0.63 to 0.535
* Decreased Y Acceleration from 0.3 to 0.25
* Walk Forward
* Increased move speed from 0.145 to 0.155
* Walk Backward
* Increased move speed from 0.1 to 0.11
* DTC
* Updated animation
* St.HP
* Now destroys projectiles
* Shield Charge
* L / M / H
* Post-Hold Startup
* Added armor back to frames [1, 5] (was [1, 9] before last version)
* EX
* Now throw invincible frames [1, 15]
* Chop
* All Versions
* Now destroy projectiles
* Not a trade, they will still hit the opponent even if also hitting a projectile
* EX
* First Hit
* Decreased hit stun from 29 to 20
* Decreased block stun from 25 to 12
* Second Hit
* Extended hit box right from 5.75 to 6.0
* All Characters
* Moves
* JTC
* Grounded startup now throwable
* Generic
* All Body Types
* Extended airborne movebox bottom from 4.5 to 4.0
* Extended juggle hurtbox bottom from 2.0 to 1.0
* Collision Box Controller
* Increased Crossup Translation Scale Reduction from 0.25 to 0.5
* Increased Crossup Airborne Translation Scale from 0.25 to 0.5
* Push Back
* Amount of push frames calculation now based on hit stop instead of hit stun
* Decreased Speed Factor from 5.0 to 4.0
* Decreased Stun Frame Scale from 1.5 to 1.0
* Decreased LaunchPushBackFrames_Fast from 25 to 20
* Decreased LaunchPushBackFrames_Heavy from 40 to 30
* These are the frames used in the push back calculation when applying attacker corner push on juggles
* Hit Stop
* Standardized all lights to 8/16 (most were 7/15)
* Airborne_Light = 11/19
* Standardized all medium to 11/19
* Standardized all heavy / special to 13 / 20
* Damage
* Adjusted combo scaling:
* Old: [1.0, 0.8, 0.6, 0.4, 0.3]
* New: [1.0, 0.8, 0.6, 0.4, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.2, 0.2, 0.1]
* Input
* Sequences
* QCFx2 / QCBx2
* Reverted change from 0.1.9.d
* Camera
* Decreased wall padding from 8.5 to 8.0
* Main Object (Eye)
* Increased X Drag from 0.2 to 0.35
* Decreased Y Position from 4.3 to 4.0
* Increased Scale Y Position from 7.5 to 25.0
* Increased Max Y Position from 12.0 to 50.0
* Target Object (Look Position)
* Increased X Drag from 0.25 to 0.35
* Decreased Y Position from 6.2 to 6.1
* Increased Scale Y Position from 7.5 to 25.0
* Increased Max Y Position from 12.0 to 50.0
* Vertical Depth
* Increased Scale from 10.0 to 50.0
* Increased Y Max from 12.0 to 50.0
* Increased Drag from 0.4 to 0.5
* Decreased Scale Max from 8.0 to 4.0
* Character Hit Shake
* Disabled
* Code
* Actions
* Added a generic concept of "Actions"
* These are easily-extandable classes that can be used to execute a desired action on an entity (character).
* Starting with converting the meter system to use this system
* Removed the old functionality
* Requirements
* Added the concept of requirements
* These are easily-extendable classes that can be used to gate certain actions, depending on the context
* For instance, previously there was a field on all moves that specified how much meter it requires to be used.
* Now this is done by adding the "EX_Meter_2" requirement to their list of requirements.
* When checking if a move can be used, it runs through all the requirements and makes sure they all check out, instead of having specific code calls for each check
* Some example requirements:
* EX_Meter_2 (2 bar supers)
* EX_Meter_4 (4 bar supers)
* TC_Meter_1 (DTC)
* DuringGameplay (Supers can't be used Post-KO)
* SuperModifierActive (require a certain install to be active)
* These can be applied to multiple contexts, but right now they are only used for checking if a move can be used, and if a cancel can be used
* Game Effects
* Some optimizations and improvements to how they're used
* Super Modifiers (Installs)
* Refactored how the data for these are created, referenced, and used
* Should be simpler, easier to extend, and more performant
* Animation Controller
* Fixed an issue with the calculation that clamps an animation's interpolated frames to its keyframes, causing it to sometimes be incorrect (or most of the time, slightly incorrect)
* This is the calculation that is done to remove Unity's built in animation interpolation and allow us to only display the keyframes of an animation
* Almost every animation in the game had the possibility of being slightly off due to this, so the fix should help quite a bit even if it wasn't noticed
* Move Controller
* Fixed an issue that caused characters to delay a frame before going into their hit animation, when being hit while already in hit freeze (hit stop).
* This effectively gave these moves +1 more frame of hit stun, allowing for unintended combos.
* This should only affected Cid when hitting at the same time as a grenade.
* Projectiles
* Reworked projectile collision detection logic
* Projectiles no longer require a hurt box
* Projectile - Projectile collisions now happen between hit boxes
* Added support for strike - projectile collision
Punch Planet @ WNF - Pre Show Interview & G-Agent Sneak Peak
Galactic Citizens, Punch Planet was recently featured on WNF. If you missed the live show, you can check out the Pre-Show interview and sneak peak G-Agent game play on the official Level Up Series Youtube Channel below.
https://www.youtube.com/watch?v=4Oj5kGBsS7s
For more info about WNF and the Level Up Series you can check out http://www.levelup-series.com/
Or follow them on Twitter @levelupseries
Game Development Live Stream 4/11/18 - Agent Dev With @PP_IAMLEE On Twitch.tv
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.