Slap City cover
Slap City screenshot
Genre: Fighting, Platform, Indie

Slap City

Slap City patch 1.1.1

Slap City 1.1.1 is live! This update includes:

General
+Fixed a bug where spectating an online match could softlock the game for one of the players
+Fixed the options menu not saving your options correctly
+Added more sounds when selecting things in the options menu
+Being shieldpushed off a ledge during Grab now puts you into Tumble, just like for most attacks and other states
+Fixed some missing victory quotes between specific characters
+Switch version: After fighting in a regular VS match, going into the replay menu, and then going back to the VS character select screen, the characters' names are no longer blank until you change character or outfit
+Blockstop now has the same duration as Hitstop even at knockback values over 300, while Parry is exactly the same as before
+Level 0 CPU players in Traning mode will no longer attempt to escape grabs, so you can try out the Goddess Buster with only one controller
+Fixed the low texture resolution of the online spectator emote background circle thingy
+Inputting the library/music unlock cheat now also unlocks the Story mode music, normally unlocked by completing every character's Story
+Removed the lobby music toggle button with the non-functioning mouse cursor from the Ranked search menu on Switch
+Added background music to the Ranked "Jums & Bemp Show" minigame

Stages
=D.C.M.F.P.R. Facility: Increased base knockback of the lasers from 50 to 200

Ittle Dew
-Neutral special's regular fireball can now be parry shielded
=Very slightly improved the animation of Forward throw, Back throw, and Up throw

Jenny Fox
-Forward throw now checks if the grabbed opponent has 300+ damage, in which case hitstop is changed from 1.0 to 0.4, so it cannot combo back into Grab infinitely
=Added two more colors to the Gardening outfit

Ultra Fishbunjin 3000
=Added two more colors to the Mechabun outfit

Business Casual Man
+It is now easier to input Clutch Forward Air and still fastfall the move afterwards
+Canceling Down special and Up special into Fire Sale can now also be done with the Attack button, rather than just the Special button

Goddess of Explosions
-Changed Forward throw initial release knockback angle from 20 to 10, so it no longer causes Tetron to land on platforms above Goddess before the primary hitbox comes out
-Up throw now checks if the grabbed opponent has 500+ damage, in which case hitstop is changed from 0.5 to 0.3, so it cannot combo back into Grab infinitely

Asha
=Fixed Asha's center of rotation being slightly off during Tumble

Cruiser Tetron
-Tetron is now less curled up during Flop and Tumble, enlargening his hurtbox during those states
-Increased Jab startup by 3 frames
-Increased Jab endlag by 4 frames
-Changed Jab hitstun from 1.0 to 0.6
-The window for canceling Jab into Jab2 is now 3 frames shorter at the end
-Increased Up tilt startup by 3 frames
-Changed Forward tilt knockback angle from 40 to 45
-Changed Up tilt followup base knockback from 160 to 120
+Changed Up tilt followup knockback gain from 0.8 to 1.0
-Changed Up tilt followup hitstun from 1.0 to 0.8
-Increased Forward strong startup by 6 frames, not counting the initial backwards hit
-Changed knockback gain on the Forward strong hitbox inside Tetron's body from 1.7 to 1.3, and made it the first priority among those hitboxes
-Changed Forward strong's initial backwards hit damage from 10 to 8
-Changed Forward strong's initial backwards hit base knockback from 180 to 160
-Changed Forward strong's initial backwards hit knockback gain from 2.2 to 1.7
-Changed Forward strong's initial backwards hit hitstun from 1.0 to 0.8
-Changed Up strong knockback angle from 75 to 90
-Changed Up strong DI from 0.6 to 1.3
-Changed Up strong knockback gain from 2.0 to 1.8
-Changed knockback gain on the Up strong hitbox inside Tetron's body from 2.0 to 1.6
-Increased Up strong endlag by 5 frames
-Down strong's shockwave that only hits grounded opponents no longer hits behind, above, and under Tetron, but it may still hit another Tetron on a platform below him due to Tetron's tallness
-Down strong's shockwave hitting an opponent's shield now causes Tetron to suffer 12 frames of selfstop instead of 0, and removes the shockwave hitbox during that selfstop
-Changed Down strong base knockback from 150 to 110
-Changed Down strong knockback gain from 1.2 to 1.0
-Changed Down strong shieldstun from 0.3 to 0.0 (3 frames less)
-Increased Neutral air startup by 3 frames
-Changed Neutral air interaction priority bonus from 5 to 0
+Neutral air's head hitbox now reaches very slightly farther back behind Tetron's centerpoint
-Changed Up air knockback angle from 70 to 90
-Changed Up air DI from 1.0 to 1.2
-Changed Down air first hit base knockback from 120 to 70
-Changed Down air second hit hitstun from 1.0 to 0.8
-Increased Forward special startup by 6 frames
-Changed Forward special's armor activation frame from 3 to 7
-Changed Forward special second hit (downwards spike) knockback gain from 1.6 to 1.4
-Changed Forward special alternate third hit (high kick) knockback gain from 2.6 to 2.45
-Changed Up special maximum horizontal speed from 20 to 18
=Added a visual shockwave effect when Down special grab hits the ground
+Supergrab is now intangible for one frame when the hitbox comes out, fixing the bug where characters can get stuck to Tetron in neutral state if they hit him on the same frame he Supergrabs them
-You can no longer input a reversed Supergrab from Shield state
-Increased Supergrab endlag by 7 frames
-Moved the back part of Supergrab's hitboxes forward a bit, making it harder for Tetron to grab people behind him
-Changed Forward throw knockback gain from 2.5 to 2.3
-Changed Forward throw hitstun from 1.0 to 0.8
-Changed Up throw damage from 20 to 12
+Changed Up throw knockback gain from 1.2 to 1.7
-Changed Up throw hitstun from 1.0 to 0.985
+Changed Down throw knockback angle from 65 to 70
-Changed Ledge attack knockback angle from 20 to 30
+The first Taunt performed on each of Tetron's lives is now explosive
=Fixed the position of the star particles when Tetron is charging a Strong attack
=Tweaked the lingering smoke effect from Clutch Forward throw

Orka
-Changed running speed from 18 to 16
-Changed Jab shieldstun from 1.7 to 0.6 (9 frames less) (was a mistake)
-Increased Forward tilt endlag by 4 frames
-Changed Forward tilt knockback gain from 2.5 to 2.0
-Changed Forward strong shieldstun from 0.7 to 0.2 (6 frames less)
-Neutral air no longer has interactible hitboxes, so it no longer clanks with other attacks
-Increased Forward air endlag by 4 frames
-Increased Up air startup by 2 frames
-Increased Up air endlag by 2 frames
+Changed Up air base knockback from 100 to 120
-Changed Up air hitstun from 0.7 to 0.6
-Changed Up air shieldstun from 1.0 to -0.2 (5 frames less)
-Changed Up air landing lag from 8 to 10 frames
-Increased Down air startup by 2 frames
-Increased Down air endlag by 4 frames
-Increased Down air selfstop from 0.8 to 1.0
-Increased Down air hitstop from 0.8 to 1.0
-Changed Down air base knockback from 110 to 60
+Changed Down air knockback gain from 1.8 to 2.4
-Air strong now always sends people towards Orka regardless of her facing
-Changed Air strong base knockback from 150 to 130
-Changed Air strong knockback gain from 2.0 to 1.8
-Changed Air strong knockback angle from 135 to 140
-Forward special now stops when hitting an opponent whether they were blocking/invincible or not
-Changed Forward special air control from 0.25 to 0.1
-Changed Forward special sourspot damage from 20 to 15
-Canceling Up special into an aerial now requires and expends a double jump
-Reduced Up special vertical travel distance by 20%
-Changed Up special base knockback from 250 to 220
-Changed Up special hitstun from 1.0 to 0.7
-Changed Up special first hit DI from 0.0 to 0.4
-Down special must now hit an opponent before it can be jump canceled, unless the opponent is blocking or invincible
-Grounded Down special now sets floorbrake (ground friction) to 140 if it hits a blocking or invincible opponent, ensuring it won't cross up shields unless performed extremely close to the opponent
-Aerial Down special now uses the same attack properties as the grounded version
+You can now cancel grounded Down special into Up tilt, Up strong and Up special without having Tap Jump turned on
+You can now more easily buffer a jump out of both grounded and aerial Down special by pressing Jump at any time during the move, including during hitstop
-Fixed a mistake that left Back throw's hitbox active throughout the entire move
-Changed Back throw knockback angle from 110 to 115
-Changed Up throw base knockback from 190 to 120
+Changed Up throw knockback gain from 2.0 to 2.5
-Changed ledge attack base knockback from 190 to 150
="Weakened" Strong attacks are now performed by holding Clutch as the hitbox comes out, rather than pressing Shield, and produce a different sound and effect on hit
=Added a special effect to Down strong as Orka dashes forward
=Fixed Orka's eyes disappearing on the first frame of Jab2

Slap City goes 1.1!

Slap City 1.1


23 September 2022

The day has come! Slap City has hit the Nintendo Switch eShop, featuring online crossplay with Steam. Two new characters - Cruiser Tetron and Orka - have also been added! Steam owners have received 1.1 as a free update as usual.

This update also comes with two new stages, and a hefty community balance patch for the existing characters and stages. Please see the details further below.




Changelog



General
+Performance optimizations for stages, materials, shaders, particle effects, Story mode platform stages, menues, etc.
+New replay format; stage, characters, online names and game length are now displayed in replay menu
+Online crossplay; during crossplay, a small warning triangle may appear, indicating that a saved replay may become invalid once played back
+Tweaked techroll animations to be faster at the start and slower at the end, thus increasing the percentage of the ground distance covered while invincible to 90% for all characters, from the previous percentage of around 65%-80% depending on the character
+Tweaked ledgeroll animations to be faster at the start and slower at the end, thus increasing the percentage of the ground distance covered while invincible to at least 80% for all characters, from the previous percentage of around 47%-81% depending on the character
+Rolls, Techrolls, Getuprolls, and Edgerolls now have movement stretching (high-speed mesh smearing) turned off
=Parry poses have returned; characters use a different animation frame during the Parry state while the shield becomes invisible
+Fixed not being able to Taunt out of parries
+Explained even more obscure mechanics in the Advanced How to Play section (Shieldstun lowering below half shield health, Knockback Gain increase over 400, Hitstop and Selfstop increase over 300 knockback)
+Updated a bunch of How to Play pages
+The "dizzy stars" that appear over characters' heads after a shieldbreak are now customized to suit each character and outfit, and sometimes color
+Shields now change to a cracked texture below 50% shield health, since that's the point where you start taking less shieldstun (Shieldstun scales linearly from 100% to 50% as your shield health goes from 50% to 0%)
+Made the very first obstacle in Goddess of Explosion's OOoO stage easier for some reason
+Fixed the "FFWD" text being placed slightly off-screen during replays

Stages
+Added Psycard stage
+Added War Factory stage

Fluffy Fields:
+Increased stage width from 24 to 26 while keeping the underside of the stage similar
+Increased width of all platforms from 5.2/5.3 to 6.4
+Raised lower platforms from 3.97 to 4.2
+Raised upper platform from 7.454 to 8.2
+Raised upper blastzone from 23 to 24

Space Nörd Sanctuary:
+Decreased stage width from 26 to 24
+Decreased lower platform width from 7.2 to 7
+Decreased lower platforms height from 4 to 3.9
+Decreased top platforms width from 4.1 to 4
+Decreased top platforms height from 8 to 7.8
+Lowered bottom blastzone from -20.25 to -21
+Visually thinned the platforms so they obscure less of tall characters standing beneath them

Meadowvalley:
+Reduced the incline of the slopes
+Increased width of the stage from 24 to 26
+Increased distance to the side blastzones by 3

Mecha Santa's Fortress:
+Widened the stage, lowered the platforms and moved them further away from the stage

Space Planet Earth:
+Increased length of the stage from 26 to 28
+Lowered the incline of the slopes a bit

Hurtland:
+Lowered the tree platform height by 0.6

Ittle Dew
+Techrolls go slightly farther to match other characters (approximate distance changed from 6.47 to 7.00).
+Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.47 to 6.00).
-Increased uncancelled Jab2 end lag from 20 to 28 frames
-Changed Up strong knockback gain from 2.7 to 2.6
-Changed Neutral air last hit shieldstun from 1.0 to 0.6 (-4 frames)
-Changed Back air DI from 0.35 to 0.6
=Changed Up air knockback gain from 3.0 to 3.5

Masked Ruby
+Techrolls go slightly farther to match other characters (approximate distance changed from 6.38 to 7.06).
+Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.25 to 6.00).
+Ledgeroll now travels much farther
=Added a seventh and eighth color to the Rubibi outfit
+Changed shield size from 0.9 to 1.0 to match Ittle Dew, Jenny Fox, Princess Remedy and Frallan
-Attacks can no longer be special canceled if they hit an invincible opponent
-Changed non-tipper Forward air shieldstun from 1.0 to 0.5 (-5 frames)
-Changed non-tipper Back air shieldstun from 1.0 to 0.5 (-5 frames)
-Changed non-tipper Up air shieldstun from 1.0 to 0.6 (-4 frames)
-Changed Down air landing lag after the hitbox comes out from 6 to 9 frames
+Down air can now be special canceled on any hit instead of only the last
=Added a sound and more particles to Air strong final hit when it connects, unless it hit a blocking or invincible opponent

Jenny Fox
-Forward air now reaches a shorter distance behind Jenny on the first active frame
=Added a fire effect to fully charged Forward air
-Changed Neutral special shieldstun from 1.0 to 0.7 (-3 frames)
-Changed Forward throw knockback angle from 35 to 40
-Changed Forward strong knockback angle from 25 to 40

Ultra Fishbunjin 3000
+Reduced length of getuproll so it's the same as a dodgeroll, which matches how the other characters work
+Fishbunjin now tucks his arms in closer to his body during the ledgeroll, dodgeroll, techroll, and getup left/right animations, and he also squishes less horizontally
+Hold Taunt while walking slowly to Menace (uses the same effect as walking slowly during Ruination Impulse Mode in Fishbunjin's Story Mode)
-Changed Up tilt DI from 1.0 to 1.1
-Up tilt now reaches a shorter distance behind Fishbunjin
+Down strong hitboxes are no longer set to interacting, so they no longer clank with other attacks
+Changed Up special weak hit hitstun from 0.8 to 0.9
=Neutral special now correctly changes to its grounded animation if Fishbunjin lands on the ground during the move
+Grab hitbox now reaches farther back inside Fishbunjin's body

Princess Remedy
=Added a sound and visual effect to show when Forward strong charges enough to shoot 2x and 3x syringes, which is when the charge is over 1/3 and 2/3 respectively
=When there is more than one Remedy in a match, the Down special mine now has a different shape based on controller port, making it easier to tell your mines apart
=Down strong no longer erroneously makes Remedy keep the temporarily increased gravity once the last shot has been fired
-Changed Neutral air last hit shieldstun from 1.0 to 0.4 (-6 frames)
-Changed Forward air damage from 10 to 8
=Changed Forward air knockback gain from 2.1 to 2.4
-Changed Forward air shieldstun from 1.0 to 0.7 (-5 frames)
=Changed Forward air hitstop from 1 to 1.2
=Changed Forward air selfstop from 1 to 1.2
-Changed Up air shieldstun from 1.0 to 0.5 (-5 frames)
-Changed Down air shieldstun from 1.0 to 0.3 (-8 frames)
-Changed Down air heel hitbox size from 1.0 to 0.7, and moved up the hitbox and special effect to the actual heel
-Changed Down special mine explosion base knockback from 100 to 90

Business Casual Man
=Crouch Taunt now correctly angles BCMan on slopes
-Down special no longer earns money from the ejected shells of Asha's Up strong and Frallan's Down strong, but it does earn money from Asha's Taunt Down strong
=Neutral air now uses a single hitbox instead of eight, but this does not affect the effective size of the attack
+Taunting with negative money now resets your money to zero with a special 30 frame animation (The only way to obtain negative money in the first place is to use Down special while someone uses a healing move on you)
-Changed money gained from hitting shields from 50% to 0%
=Added screen shaking when Down strong hits an opponent
-Changed Neutral special cancel "Fire Sale" hitstun from 1.4 to 1.2
-Aerial Forward special now only stalls in the air once until BCMan lands on the ground again
-Aerial Forward special can no longer grab a blocking opponent, but Grounded Forward special can (and produces a visual effect to communicate the difference)
+Holding Clutch during Up special now allows you to more precisely alter BCMan's trajectory before launch, but will take some practice with digital controls

Goddess of Explosions
+Canceling Forward special by holding the Taunt or Attack button now immediately lets Goddess perform any attack or movement, instead of having to wait for the animation to finish. As usual you cannot cancel the Forward special animation if you already have a ball in play.
+Changed shield size from 1.2 to 1.1 to match BCMan and Asha
-Changed Down special explosion hitbox size from 2.5 to 2.15 and altered the visual effect to compensate
-Changed Forward throw DI from 0.3 to 0.5
+Grab hitbox now reaches farther back inside Goddess' body

Asha
+The teleport charge bar in the HUD is now white while charging and grey while not charging, and is also larger vertically
+Fixed Asha's 7th color having messed up materials
+Asha now tucks his front foot in closer to his body during the dodgeroll, techroll, and getup left/right animations
-Changed teleport recharge speed while standing on the ground from 0.25 (4 seconds for one teleport charge) to 0.2 (5 seconds for one teleport charge)
=Teleport recharge speed during endlag from a move that hits an opponent remains at 0.75
-Changed teleport recharge speed while grabbed by an opponent from 0.25 to 0
-Fixed a mistake that made Asha gain teleport charge by hitting an opponent who is blocking or invincible
-Fixed a bug that made Asha gain teleport charge indefinitely after trading an attack with an opponent
-Changed height of the lowest hitbox on the Down special mine upwards from 0.5 to 1.3, and the middle hitbox from 1.5 to 1.9, so it doesn't hit opponents holding the ledge
-Changed Forward air weak hit damage from 9 to 6
-Changed Forward air weak hit hitstun from 0.5 to 0.7
-Changed Forward air weak hit knockback gain from 2.2 to 2.4
-Changed Forward air weak hit base knockback from 80 to 130
-Changed Forward air weak hit hitstop from 1 to 1.2
-Changed Forward air weak hit selfstop from 1 to 1.2
-Changed Back air DI from 0.3 to 0.55

Frallan
+Techrolls go slightly farther to match other characters (approximate distance changed from 6.86 to 7.02)
+Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.88 to 6.04).
-Increased Edgeroll total length by one frame to make it consistent with the other characters
+Added a seventh and eighth color to the default outfit based on her alternate color in Wonder Wickets by Rightstick Studios
+Added a new Bees skin with seven colors
+Changed wavedash/waveland floorbrake (ground friction) from 45 to 30
+Jab and Jab follow-up can now be canceled to Down special on hit; previously this was only possible from a Tilt attack
+Jab now cancels into Jab2 1 frame earlier
+Reduced startup of Jab2 by 1 frame
+Increased Jab2 active frames by 1
+Jab2 now takes a slightly longer step forward at the start of the animation, and has a slightly longer reach
+Changed Jab2 knockback angle from 330 to 0 (Makes the opponent go very slightly farther, so there's less of a chance to end up on the other side of them)
+Changed Forward tilt hitstun from 0.85 to 0.95
+Reduced Forward tilt endlag by 2 frames
+Changed Down tilt hitstun from 0.9 to 1.0
+Reduced Down tilt startup by 2 frames
+Increased vertical reach of Up strong (changed Y offset of the main blast from 3.0 to 3.5 and added a hitbox to the right hand)
+Changed Neutral air selfstop from 0.8 to 0.7
+Reduced Neutral air follow-up startup by 2 frames
+Changed Neutral air follow-up selfstop from 2.0 to 1.5
-Increased Forward air startup by 4 frames
+Forward air now leads into the Forward air follow-up 2 frames earlier, relative to when Forward air's hitbox comes out
-Changed Forward air knockback gain from 1.8 to 2.0
-Changed Forward air DI from 0.5 to 0.7
-Changed Forward air hitstun from 1.0 to 0.8
-Changed Back air shield stun from 1.0 to 0.5
+Changed Up air knockback angle from 120 to 60
+Changed Up air DI from 0.8 to 1.0
+Changed Up air damage from 5 to 7
+Changed Up air knockback gain from 3.0 to 2.7
+Increased Up air endlag by 5 frames
=Changed Up air shieldstun from 1.0 to 0.9 (still 12 frames)
+Changed Up air knockback angle from 120 to 60
+Changed Up air DI from 0.8 to 1.0
-Moved Down air's uppermost hitbox down from the neck to the chest
-Changed Down air weak hit against aerial opponents knockback gain from 1.75 to 1.45
+Changed size of Forward special hitbox from 0.5 to 0.7 and added an identical hitbox on the right elbow
+Aerial Forward special is now canceled when hitting the ground and has 4 frames of landing lag
+Changed Grounded Down special total length from 20 to 17 frames
+Changed Aerial Down special total length from 15 to 12 frames
+Changed Forward throw knockback angle from 60 to 40
+Changed Back throw knockback angle from 120 to 115
+Changed Up throw hitstun from 0.9 to 0.95
=Changed Down throw hitstun from 0.9 to 0.8
=Changed Down throw total frames from 55 to 47
=Changed Down throw DI from 0.2 to 0.0

Orka
+The first character capable of building indefinite horizontal speed without moving stage geometry or conveyor belts

Cruiser Tetron
+Big boy
+Large man
+Hecking stonker

Known bugs
-When mashing through the various dialogues in K.L.O.N.K., some text appears twice. This can cause a softlock because the dialogue can no longer be advanced
-Sometimes when a character collides with the stage, they enter Tumble without any hitstun allowing them to act instantly
-Edge cancels do not work correctly if you land exactly on an edge and leave it on the next frame; the character gets stuck in landing lag while falling through the air instead of cancelling to Neutral/Fall. You basically get a "fake edge cancel"
-CPU's don't SDI moves with 0 hitlag
-Grabbing out of shield while being shieldpushed off a ledge lets you grab in mid-air while falling from the ledge
-Selecting Air Strong as the function of the Grab button in the air causes the character to perform an Fstrong when they land, regardless of how long the Air Strong attack has been going
-When opponent blocks your attack, your Selfstop increases with their damage but their Hitstop (Blockstop) remains the same. This only applies when a move deals 300 or more knockback
-In the Options menu, changing the setting of an option with Left/Right or the Left stick and then pressing Start/Enter does not save the options
-In the Options menu, changing the setting of an option with Left/Right or the Left stick does not produce a sound
-Switch version: In Story mode, sometimes when you kill an enemy, leave the room and return, they will appear and explode on their spawn point
-Switch version: The Whiteboard stage slows down a bit when certain shapes enter the view
-Switch version: After fighting in a regular VS match, going into the replay menu, and then going back to the VS character select screen, the characters' names are blank until you change character or outfit
-Switch version: Story mode stages may fail to start after prolonged play, causing a softlocked loading screen
-Switch version: Remedy's Story mode VS Battle 2 runs very slowly

Steam update 1
-Fixed issue where pressing start on settings screen would not save changes properly
-Internal Resolution setting can now be set to "OFF" to render the game directly to screen without an intermediate rendertexture (this also disables title screen attract mode)
-Only the relevant player now sends sync state objects over p2p
-Sync state objects are now only sent to spectators once every three frames
-Increased the limit for p2p message handling
-Disabled some unused graphics features
-Set PC rendering path back to forward rendering



More about Slap City


https://slapcity.se/



With Love - Ludosity

Slap City discount week!

THIS IS IT - Slap City reaches version 1.0.0 !


Slap City 1.0.0


17 September 2020

We here at Ludosity are excited to cut the velvet ropes and open up Slap City Version 1.0.0 to the public! Slap City has been in Steam Early Access since 2018, and we're very happy to be able to declare that with this update the game has reached all of the Early Access goals we had planned.

We would like to take this opportunity to deeply and sincerely thank everyone of you wonderful people who have supported us through it up to this full release! The game would not have been what it is if not for the players, we are truly humbled by the amazing support we received!

[previewyoutube="4u0p6IvlBNs;full"]

The full release in overview:



8 Previously released characters + Frallan

32 Versus stages

Local and Online multiplayer versus for up to 4 players

Ranked Online play

Single player Story Modes for the 8 previously released characters

Single player Arcade Mode with special opponents and score challenge

Smack the Crystals

Slap Ball with 6 unique arenas

Unlockable costumes, music tracks, and extras

How To Play

Changelog



General
-Added Frallan
-Added Asha's Story mode campaign
-Fixed issue sometimes preventing jumping attack out of shield
-Fixed issue where characters could get stuck on stage geometry while respawning
-Certain moves that send opponents flying very fast no longer cause the camera to take a long time to get back to the stage
-Holding a direction while respawning will turn your character in that direction, except while holding Clutch
-Characters close enough to the ground on respawn will be in a grounded state immediately
-Hit effects more consistently match the sound effect with the visual effect, and fixed a few missing screenshakes and sounds
-Story mode ending pictures are now unlocked in the Gallery for each character upon completing their Story
-Updated the How to Play: Basics and How to Play: Advanced pages
-Added pictures to the remaining How to Play: Characters pages
-Added another page of silly name entry glyphs
-New news menu, for news, if they happen to happen

Online
-If disconnected from matchmaking server while playing online, the game now returns to the main menu
-Slight reorganization of lobby menu buttons
-Limited spectator emote spawns
-Altered ranked mode stage list - exchanged Space Planet Earth and Mecha Santa's Fortress for Space Nerd Sanctuary and Open-Air Gymnasium
-Removed rematch limit from ranked
-Added Quest Forge ∞ as a minigame in Ranked mode
-Added episodes 9 and 10 of the Jums and Bemp Show minigame in Ranked mode

Stages
-Added Nothing Dimension battle stage
-Added Skyline battle stage
-Added Slap Arena battle stage
-Space Nörd Sanctuary now has lowered and shortened platforms, and the blast zones have been increased to the left, right and bottom
-Fluffy Fields is now slightly wider, the left and right blast zones have been decreased, and the bottom blast zone has been increased
-Sector 5: Tower now has a flat design and the top platform is moved slightly down
-Open-Air Gymnasium now has a redesigned base platform with improved collision

Masked Ruby
-Changed Ledge attack invincibility frames from 1-15 to to 1-17
-Down special and Air strong no longer stay incorrectly snapped to the ground
-The following six changes should make it harder for opponents to fall out of Ruby's Up strong before the final hit:
--Up strong second lowest hitbox now has the attack properties of the upper hitboxes instead of the lowest one
--Changed Up strong weak hit lowest hitbox base knockback from 100 to 130
--Changed Up strong weak hit lowest hitbox angle from 270 to 225
--Changed Up strong weak hit lowest hitbox hitstop from 1.0 to 0.5
--Up strong weak hit lowest hitbox is now reversible
--Increased size of all Up strong final hit hitboxes by 0.05

Ultra Fishbunjin 3000
-Fixed Pummel so the hitbox doesn't linger until the end of the animation
-Story mode final boss: ?????

Princess Remedy
-Changed Forward special projectile throw from frame 30 to 28
-Fixed startup animation of Back air

Business Casual Man
-Flipped the animation of Up special so it better matches his Specialfall

Goddess of Explosions
-Fixed Pummel so the hitbox doesn't linger until the end of the animation
-Air strong no longer stays incorrectly snapped to the ground

Asha
-Fixed being able to charge the teleporter indefinitely by using Getupattack or Ledgeattack

Frallan
-Freshly baked and bready to roll


Changes for 1.0.0p1 (2020-09-18)


General
-Fixes a few UI errors
-Tweaked Business Casual Man's How to Play text a little
-Crashland (landing on the ground from Tumble without teching): time before you can take action changed from 10 to 19 frames
-Standing up from Downed state: length changed from 24 to 28 frames
-Standing up from Downed state: invulnerability changed from 14 to 21 frames
-Getup rolls from Downed state: length changed from 35 to 30 frames
-Teching in place: invulnerability changed from 14 to 18 frames
-Techrolls: distance covered has been slightly increased

Ultra Fishbunjin 3000
-Fixed a bug where Down throw removed two lives from the opponent instead of one

Changes for 1.0.0p2 (2020-09-25)



General
-Shield offledge property now goes immediately to tumble, regardless of direction
-Delayed actionable point from “fallthrough” by 1 frame; this prevents shielddrops from sticking to the platform if simultaneously inputting an aerial
-Shielddrops now have a minor visual tell to distinguish them from normal fall-throughs
-Tweaked the animation of all characters' stand up, get up forward, get up back, tech, techroll forward, techroll back, roll forward, roll back, getup attack, edge attack, edge climbup, edgeroll and spotdodge.

Online
-Some bugfixes for Quest Forge ∞

Jenny Fox
-Ledgeattack now turns off the axe trail effect correctly

Frallan
-Aerial dtilt can no longer be controlled horizontally
-Dtilt no longer leaves ledges until the hitbox is out
-Turn given same braking properties as the rest of the cast
-Fixed an exploit where Frallan could cancel her knockback out of hitstun with down special if she connected a tilt beforehand
-Gave edgebonus-state ledgegrab intangibility on the initial frame, instead of only subsequent frames, so it's now in line with the rest of the cast
-Changed Forward roll and Back roll animation length from 34 to 35 frames to be consistent with the other characters




More about Slap City


https://slapcity.se/



With Love - Ludosity

17th September - Slap City's full release + Something EXTRA!



Citizens of Slap City!
Ludosity is proud to announce that on this Thursday the 17th September, Slap City will update to version 1.0. That means leaving Early Access as it's the full version!

This also means that it will go to full priced 20$, though you can still get it for the current ‎9,99$ in the days leading up to the full release.

Beside Asha's story mode and 3 new versus stages, there's a bonus in there; check out the trailer and find out for yourself...

TRAILER
[previewyoutube="4u0p6IvlBNs;full"]

Twitter
https://twitter.com/Ludosity/status/1305523410781569025

Overview of Slap City 1.0 - Among other things, there's…



8 Previously released characters + 1 extra character. Any possible future characters are planned to be free as well.

32 Versus stages! 3 of them new in this update!

Local and online multiplayer versus for up to 4 players

Ranked Online play with 3 minigames to enjoy! Say hello to Questforge Infinite – a rougelike take on our modern retro game Questforge!

Single player Story Modes for the main 8 characters, consisting of big platforming stages and featuring unlockables. Asha's Story is new in this update!

Slap Ball - A basketball-fighting mode with 6 stages

Single player Arcade mode with special opponents and score challenge

Smack the Crystals – A timed target challenge

Unlockable costumes, music tracks, and extras

A how to play section that explains the finer qualities of the character roster


THANK YOU FOR PLAYING SLAP CITY



It's been a wild ride and we are super excited to finally reach version 1.0! We want to give our deepest and most sincere THANK YOU to all the incredible people who have supported the game during Early Access. Thank you for giving the game we really wanted to create and believed in a chance. We would not have had this release week without your support! <3

But wait – There's MORE! - SLAP FEST!



The next big Slap City event, SLAP FEST, is arriving at the end of the month!
Featuring a total of 5 tournaments over the course of 3 days, as well as a $750 Prizepool ($500 for singles), this is shaping up to be our biggest event of the year! The event will run from September 25th to September 27th! Join the fest!

https://sco.challonge.com/sv/events/slapfest.html
https://twitter.com/Ludosity/status/1305262059148455947

Slap City patch 0.9.11p1

Slap City 0.9.11p1 is live! This update includes:

General
-Major CPU performance optimizations implemented for the whole game
-Shields now have "powershield" behaviour again (instead of parry), but to get powershield frames shield input must be unbuffered
-Shield graphics now always face the camera
-Grab pummels input with the grab button are now buffered

Online
-Switched to new matchmaking backend

Ittle Dew
-Jabs 1 and 2 now can only cancel into tilts on hit
-Neutral special can no longer turn around with the control stick
-Up tilt range slightly reduced

Masked Ruby
-Floorbrake during crouch and down tilt increased 25->40

Jenny Fox
-Up strong no longer has a scooping hitbox
-Neutral special no longer does a little jump in the air
-Neutral special can no longer turn around with the control stick
-Forward special now poofs when hitting shields

Business Casual Man
-Jab can now only cancel into tilts on hit
-Up special now only has hitbox on body

Goddess of Explosions
-Forward strong knockback gain reduced 1.8->1.7 (this was an oversight, should have always been 1.7)
-Down special can no longer be clutch reversed

Asha
-Teleport recharge speed increased 0.2->0.25

Goddess of Explosions story mode is now released with Slap City 0.9.11

Slap City version 0.9.11 is live! This update includes:


General
-Added Goddess of Explosions' story timeline
-Switched story mode pausing to "menu" style
-Added VS stage: The Whiteboard
-Sector 5 now switches its moving platforms on and off in a safer manner
-Grounded up tilt, up strong and up special can no longer be done out of shield (unless successfully parrying)
-Keyboard numpad now has all buttons and secondary stick

Goddess of Explosions
-Volley bomb now only needs knockback to redirect (only affects story stages)

Business Casual Man's story mode is now released with Slap City 0.9.10

Slap City version 0.9.10 is live! This update includes:

General
-Added Business Casual Man's story timeline
-Option to count menu time added for story ingame timer
-Added VS stage: Space Nörd Sanctuary
-You can now set favorites on stage select and view them on a special page (look for buttons on the stage select screen)
-You can now strike stages on stage select. These stages are not picked from when picking random (unless you struck everything)
-You can now set walljump input type in control config
-Fancy Ruins top blastzone raised by 0.5
-Fluffy Fields top blastzone raised by 0.5
-Pepperpain top blastzone raised by 0.5
-Sector 5 top blastzone lowered by 2
-Sector 5 side blastzones shrunk by 1
-Space Planet Earth top blastzone raised by 0.5
-Meadowvalley top blastzone raised by 0.5
-Meadowvalley side blastzones shrunk by 1.8
-Open-Air Gymnasium top blastzone raised by 1
-Open-Air Gymnasium sloped platforms disabled
-Dash Cancel is now prevented if attack hit shield
-Parry window lowered 6->4 frames
-Parry activated with strong press now can't be jump canceled
-Dash boost now not given if character was already moving fast
-Jumps now properly retain dash speed out of dash cancels
-Actions buffered out of dash cancelable land lag now don't turn around (unless the action itself automatically turns in direction of stick)
-Fixed stage select pointer not returning to random after picking random
-Fixed a few texts displaying incorrectly

Ittle Dew
-Down air endlag increased by 8 frames
-Finisher landlag while charging increased 10->20 frames
-Finisher now can't clutch reverse once hit phase starts
-Down special can no longer be jump canceled if hit invincible or shield

Masked Ruby
-Crouch hurtbox emtallened by 0.2 (Ruby is very proud of this)

Jenny Fox
-Kickflip now only has hitboxes when skateboard is on fire
-Finisher now can't clutch reverse once hit phase starts
-Finisher hitting invincible, shields or projectiles no longer halves landlag
-Down tilt clanging now has the same effect as hitting shield
-Down special hitting projectiles now has the same effect as hitting shield

Ultra Fishbunjin 3000
-Up air no longer has super armor
-Down strong no longer has super armor

Business Casual Man
-Half of money on hand is now lost on KO (reflecting the current stock market situation)
-Forward strong SELL EDITION shield damage reduced from 3x to 2x (reflecting the current stock market situation)
-Finisher landlag while charging increased 10->18 frames
-Finisher now can't clutch reverse once hit phase starts
-Neutral special (The Block Chain) shield stun reduced 22->10 frames (reflecting the current stock market situation)
-Forward special throw now can't turn around if forward special was clutch reversed
-Up special now waits 5 frames more before firing
-Down special can now only cancel to Fire Sale if it has been hit at least once

Princess Remedy
-Down special now can't clutch reverse
-Down special now enables aerial movement once bomb is placed or detonated

Goddess of Explosions
-Down tilt upmost hitbox removed
-Finisher landlag while charging increased 10->12 frames
-Forward special fizzle can now be clutch reversed
-Down air now clamps horizontal speed down to 14 when landing (down air moves at 18)

Asha
-Up air last hitbox base knockback reduced 120->100
-Finisher landlag while charging decreased 20->17 frames

Princess Remedy's story mode is now released with Slap City 0.9.9

Slap City version 0.9.9 is live! This update includes:

General
-Added Princess Remedy's story timeline
-Added speedometer to story mode UI
-Double jump wings UI now displayed in story mode stages
-Fixed issue where particle effects in story mode VS stages did not play
-Added new VS stage: Open-Air Gymnasium
-Slightly widened Fluffy Fields
-Reworked Sector 5 to be symmetrical, and made platform movements more easily predictable
-Tweaked camera to have consistent tilt, zoom and distances to blastzone between: Fancy Ruins, Fluffy Fields, Temple of Null, Pepperpain, Mecha Santa's Fortress, Space Planet Earth, Meadowvalley, Saturnian Palace, Hurtland, Summit, Sector5, Open-Air Gymnasium
-Stage select code has been rewritten to make future stage additions and features easier to implement
-Heart decorations gets added to Fancy Ruins and Healing Mode if you play the game around Valentines Day

Online
-Can now set music for online matches to pick random from random music list (configured in local VS stage select)
-Replays now save online player nicknames

Ultra Fishbunjins story mode is now released with Slap City 0.9.8

Slap City 0.9.8
19 December 2019

The last update for this year! Ultra Fishbunjin 3000's story mode is here!
From the bottom of our hearts we here at Ludosity would like to thank you all for 2019! See you 2020!




General
-Landing on a moving non-special platform can now only change x speed towards zero
-Fixed issue where run speed bonus did not apply properly (this only affects a certain CPU strength)
-Removed projectile immunity from story mode enemies (Bees and Large Skullnips)
-Lowered Red Bee HP 30->25

Online
-Selecting character in lobby now silently cycles color forwards and back to address different amounts of colors on characters

Ultra Fishbunjin 3000
-Fixed issue where a flex would sometimes happen out of a flex or side special

Princess Remedy
-Up strong: Added an additional hitbox inside body