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Genre: Sport, Indie

Zoners

ZONERS v0.23 Patch Notes - Making Waves

[ADDITIONS]

  • Improved the way the holofield distortion effects are done and added additional ripples for moving players, balls & projectiles
  • Added Ringressa's Move, Dash & Projectile animations


[FIXES & CHANGES]
GAMEPLAY

  • Fixed bug in Target Takedown when playing as Princess or Ringressa that would cause a crash
  • Fixed font scaling for points when playing Bonus games with Hi-Res fonts option turned on
  • Stopped multiple error warnings popping up on screen at once during tutorials
  • Made some small changes in various places to try and fix a bug that one specific player is having in the melee spin tutorial
  • Disabled super and hyper moves for advanced training lessons that shouldn't use it
  • Improved Perfect Parry slightly removing some player and ball positioning bugs and making the melee animation skip to later in its animation cycle
  • Reduced window for a Perfect Parry from 4 frames to 2
  • When the electric status effect is applied to a player, the sprite will be now be drawn the correct way up
  • Corrected error in code that meant AI would perform greater than intended at ball clashes at high levels and worse at lower
  • Attempted to fix rare issue where AI would not move towards a still ball on their side
  • Fixed a bug that causes crash during King boss battle sometimes when a goal is scored
  • Increased hitbox of Bzzt during hyper move to cause less situations where they miss the ball


MENUS

  • Fixed a crash when mashing the confirm button as the end card art is first appearing
  • Urnest outline draws correctly again in menus and dialogue etc
  • When hi-res fonts are on the pause/end of match menu header backing is no longer off centre
  • Changed advanced tutorial menu button numbering to be in Kliancish instead of stars


MISC

  • Turned back on a layer on Plazzma Penthouse that was turned off by accident, making the goals and some other elements not visible
  • Holofield text x position is clamped further to the right
  • Fixed Bzzt's projectile charged shine on right side player to be in correct position
  • Hit FX now produce a wider range of coloured glow particles

v0.22 & New Road Map - Bzzt Animations & Perfect Parries

Work on the character animations is underway. First up we have Bzzt's new slick electrifying animations and general character balancing. I'm going to be tweaking a number of values and even whole moves as I go through each character to bring the overall standard and quality of the game up a few notches.

Additionally I've added a brand new game mechanic, or rather a new wrinkle to an existing game mechanic. By dashing the moment you touch a ball you'll perform a Perfect Parry. This is a good mixup tool to add to your arsenal!

Finally here is the updated road map:



As you can see, there's a lot more going on in this first phase now than originally planned, but it's good reasons now that I can see how development is going and how long certain things will take.

Next on my hit list is Ringressa's animations. Quite a few of these characters are gonna really benefit from these animations so I can't wait to make my way through them. On the side, I have my background artist getting ready to work on the Museum Gallery. This set of features might not be available until the next phase depending on how long it takes to implement, but it might end up being pulled forward. We shall see!


----PATCH NOTES-----
[ADDITIONS]

  • Added Bzzt's move, dash, melee, projectile, super, hyper, hit, stun, wall stun & quick recovery animations
  • Bzzt's super has been completely changed again. Using it now will cause a lightning bolt to begin to appear vertically at the opponents x position at the point of initial use. In 90 frames (1.5 seconds) the lightning strike will occur at that position for 15 frames electricuting the opponent if it touches it whilst active or adding the electric status effect to any balls that pass by it
  • Added the "Perfect Parry" mechanic. By dashing the moment a moving ball is in contact with your character, you will perform a much quicker parry that's even quicker than a normal melee. It still has the usual restrictions of a regular parry (no ball aura, reduced ball speed etc), but could be a useful mixup to surprise opponents with



[FIXES & CHANGES]
GAMEPLAY

  • Fixed bug where pausing a match during the last 5 seconds countdown would cause the announcer's voice to keep playing the current second voice clip on loop until the game resumed
  • Added slight knockback from hitting the ball with an uncharged melee
  • Fixed an issue with Ringressa's Hyper where you'd hit the ball multiple times


MENUS

  • Title screen characters and game logo now bob
  • Menu song title in the academy now shifts up slightly when in the training menu so it doesn't occlude or get occluded by the training menu screen


MISC

  • Changed the way the "Darken BG" profile setting works so that it darkens the holofield layer rather than a separate BG layer. I've also changed the default setting for this to be 50% when choosing no profile or creating a new one
  • Fixed Bzzt's electrical particles so they correctly draw in the currently selected Bzzt's electricity colour
  • Fixed dash angle drawing during the dash start up for every character
  • Fixed hitstun, stun and wall stun image orientations for players on both sides of the field
  • Fixed edge light drawing issue with projectiles happening when the projectile was effecting the characters lighting from too far away
  • Fixed music duplication issue during the advanced tutorials from changes to the music filtering introduced from last updates


v0.22 Patch Notes

[ADDITIONS]

  • Added Bzzt's move, dash, melee, projectile, super, hyper, hit, stun, wall stun & quick recovery animations
  • Bzzt's super has been completely changed again. Using it now will cause a lightning bolt to begin to appear vertically at the opponents x position at the point of initial use. In 90 frames (1.5 seconds) the lightning strike will occur at that position for 15 frames electricuting the opponent if it touches it whilst active or adding the electric status effect to any balls that pass by it



[FIXES & CHANGES]
GAMEPLAY

  • Fixed bug where pausing a match during the last 5 seconds countdown would cause the announcer's voice to keep playing the current second voice clip on loop until the game resumed
  • Added the "Perfect Parry" mechanic. By dashing the moment a moving ball is in contact with your character, you will perform a much quicker parry that's even quicker than a normal melee. It still has the usual restrictions of a regular parry (no ball aura, reduced ball speed etc), but could be a useful mixup to surprise opponents with
  • Added slight knockback from hitting the ball with an uncharged melee
  • Fixed an issue with Ringressa's Hyper where you'd hit the ball multiple times


MENUS

  • Title screen characters and game logo now bob
  • Menu song title in the academy now shifts up slightly when in the training menu so it doesn't occlude or get occluded by the training menu screen


MISC

  • Changed the way the "Darken BG" profile setting works so that it darkens the holofield layer rather than a separate BG layer. I've also changed the default setting for this to be 50% when choosing no profile or creating a new one
  • Fixed Bzzt's electrical particles so they correctly draw in the currently selected Bzzt's electricity colour
  • Fixed dash angle drawing during the dash start up for every character
  • Fixed hitstun, stun and wall stun image orientations for players on both sides of the field
  • Fixed edge light drawing issue with projectiles happening when the projectile was effecting the characters lighting from too far away
  • Fixed music duplication issue during the advanced tutorials from changes to the music filtering introduced from last updates


v0.21 Patch Notes

[FIXES & CHANGES]
GAMEPLAY

  • Slightly increased the range AI detects it can do a melee in some specific interactions to accomodate the way characters now shift slightly towards the ball
  • Fixed a bug with the AI that would sometimes cause a crash
  • Fixed ball clashes so the ball always moves in the right direction relative to who is winning
  • Losing a ball clash now causes you to be stunned for slightly longer
  • Added a small input buffer of 5 frames to the spin inputs when performing a melee, projectile, super or hyper move. This means if you release both the spin input and the melee charge at the same time, as frequently many players seem to do, you're much more likely to still do the spin
  • Rhapsody projectile now draws the notes always the correct way round
  • Rhapsody projectile no longer stuns the casting Rhapsody during their spawning at certain angles
  • Fixed a bug with Rhapsody's projectile that would cause a crash if it hit a player
  • Changed shape of Rhapsody's Hyper move soundwaves' hitboxes from box to elipse and increased hitbox size in a backwards direction slightly
  • Made it so when Rhapsody's Hyper Amp connects with the ball, it causes the ball to be stunned for 15 frames and moves it to the amps position so it doesn't pass the amp before the soundwaves can effect it when travelling fast or at odd angles
  • Crabhammers Hyper move mech now correctly exits the arena when ending, even if it's ended early
  • Crabhammers Hyper move mech flipper claws no longer stay on the field invisibly effecting the ball's speed after being used once
  • Crabhammers Hyper move flippers should no longer not return the ball in some cases after the move has already been used earlier in the match
  • Reduced the audio ducking effect from goal scoring so the music volume isn't as greatly reduced
  • Changed the way the in match music LPF and HPF effects are applied using GameMaker's new built in audio effects. Previously I had to achieve this by having multiple audio files for the same song and dynamically blending between them. If players are happy with the new sound I'll remove the old HPF and LPF audio files which should reduce the total game size by a decent amount. If not then I'll revert back to the old way
  • Gameplay HUD now fades in at the start of a match/mode rather than instantly appearing


MENUS

  • Added win percentage to Hall of Fame character Match Up table
  • Character Match Up table now highlights currently selected row making it easier to tell which character's win rates you are looking at

"Wishes really do come true!" - ZONERS v0.2 Out Now!

Intro

Hey all, Paris here with a lovely big game update ːsteamhappyː

Wow what a bunch of months it's been. Up until a couple of days I thought I was about to be homeless! 2022 honestly sucked an awful lot for me overall and the latter part of it really took its toll on me. And yet, I've been quietly working on the game in the background trying my best to live up to not only your expectations but my own too.

Well I think it was probably worth taking my time as I've managed to include some features and changes that weren't planned until later phases (I'll be updating the road map in general soon to take into account everything that has been going on).

Shall we tuck in?




Patch Notes

This is the biggest update so far and so it stands to reason it's also go the biggest patch notes list! The main additions are below, but if you want the full details on everything added, changed and fixed then simply click HERE


  • New Stage - Stardom Stadium. This stage appears during the cup finals and can be unlocked from the gift shop after achieving one of several unlock conditions in single or multiplayer


  • Hazardless Stage Variants - When selecting a stage in Match Maker, all stages that feature hazards can now be played "hazardless" by choosing the appropriate variant that appears on the screen


  • Zone Breaker Match Type - You can now unlock the Zone Breaker match type to buy from the shop via several unlock methods. In this match type that first appears in a special battle, only Zone Breaks count towards a point! This match type works best with longer goal shield recharge times and can be selected in the custom match settings menu
  • Cup Mode Endings - All ranks in the cup now have a proper ending dialogue scene and lovely end card art showing the chosen character enjoying life after their winning wish is granted. These collected end cards will later be viewable in the Museum Gallery via a future update
  • Cup Mode Super & Hyper Ranks - The two higher difficulties are now selectable in the cup mode and feature additional challenges like an end of cup boss (on a special non-playable stage) and higher level CPUs. Some further work still needs to be done on CPU balancing in a future update


  • Cup mode highscores for each character are now displayed on the CSS for the cup mode. This is your highest score across all ranks for that character
  • After each stage in a cup a slightly more detailed breakdown of the additional score/earnings is shown. I've also added extra points for the number of goals you scored
  • 50 Steam Achievements have been added to the game. Most but not all of these achievements concern things which are already attainable in game. There will be more added in the future to coincide with specific content drops and of course the few that can't be currently unlocked will become unlockable in the future
  • Animated and reacting background spectators added to Primary Park, Circle Circuit, Plazzma Penthouse, Ring Research, Rec Room, Haunted Hangout, Nautilus Nights, The Clawcade & Stardom Stadium stages


  • Added the museum version of the Main Theme to the museum lobby room
  • Added the Gift Shop theme to the museum Gift Shop
  • Ambience and gimmick sfx added to The Clawcade and Core Castle stages
  • Added 6 new conversation emotes throughout the game's various dialogues: Yes, No, Pumped, Shout, Dot Dot Dot & Draft





What's Next?

"OK wise guy, you've finally dropped some features and content I've been waiting for, what's next? Will we always have to wait this long now?" I hear you say across the void.

Firstly, most updates should be somewhat more frequent again from now on. I'm going to aim to drop a patch at least once a month. Equally, I'm trying to be more careful when I do update the game that there are less bugs introduced overall. I've no doubt there'll forever be things I miss, but you should see a rise in quality on this front. As always, feel free to drop comments publically or privately to me via any method. As long as you're constructive I'll always listen at the very least! I'll be updating the Road Map in the next few days to reflect the recent pipeline changes.

As for what's next, I think it's about time these characters took on some more life and personality don't you? So I'll be gradually animating all of the playable characters to better convey who they are and visually communicate their move properties better. Once I've done these me and my SFX guy can begin to look at doing SFX and Voice work for the cast to match their movements and style.

This will be the main focus by far as frame by frame 2d animation is a very time consuming process, but to break things up I'll probably be making some small changes to the Hall of Fame to improve it overall. Realistically I'm expecting 1-2 weeks per character minimum here, and possibly longer if other life events take place...



Personal Information

This bit is mostly personal but I'm currently in the process of trying to swap my crappy day to day retail job I've been doing for years to fund my game dev, for an actual games industry job.

If / when I get one, it's pretty likely ZONERS will take a backseat for at least a month whilst I bring myself up to speed with whatever software or development process said company wants to employ. The reason I'm doing this now is several: I need more money, I need more contacts, I want more knowledge & experience, working a physical retail job is slowly killing me!!!

All this being said, I want to say right here and now, that ZONERS will be finished one way or another and I'm extremely grateful for the small pool of passionate support I already have. I'm confident that the end product is going to be worthy of the massive amounts of time I've poured into it.

ZONERS v0.2 Patch Notes

[ADDITIONS]

  • New Stage - Stardom Stadium. This stage appears during the cup finals and can be unlocked from the gift shop after achieving one of several unlock conditions in single or multiplayer
  • Hazardless Stage Variants - When selecting a stage in Match Maker, all stages that feature hazards can now be played "hazardless" by choosing the appropriate variant that appears on the screen
  • Zone Breaker Match Type - You can now unlock the Zone Breaker match type to buy from the shop via several unlock methods. In this match type that first appears in a special battle, only Zone Breaks count towards a point! This match type works best with longer goal shield recharge times and can be selected in the custom match settings menu
  • Cup Mode Endings - All ranks in the cup now have a proper ending dialogue scene and lovely end card art showing the chosen character enjoying life after their winning wish is granted. These collected end cards will later be viewable in the Museum Gallery via a future update
  • Cup Mode Super & Hyper Ranks - The two higher difficulties are now selectable in the cup mode and feature additional challenges like an end of cup boss (on a special non-playable stage) and higher level CPUs. Some further work still needs to be done on CPU balancing in a future update
  • Cup mode highscores for each character are now displayed on the CSS for the cup mode. This is your highest score across all ranks for that character
  • After each stage in a cup a slightly more detailed breakdown of the additional score/earnings is shown. I've also added extra points for the number of goals you scored
  • 50 Steam Achievements have been added to the game. Most but not all of these achievements concern things which are already attainable in game. There will be more added in the future to coincide with specific content drops and of course the few that can't be currently unlocked will become unlockable in the future
  • Animated and reacting background spectators added to Primary Park, Circle Circuit, Plazzma Penthouse, Ring Research, Rec Room, Haunted Hangout, Nautilus Nights, The Clawcade & Stardom Stadium stages
  • Added the museum version of the Main Theme to the museum lobby room
  • Added the Gift Shop theme to the museum Gift Shop
  • Ambience and gimmick sfx added to The Clawcade and Core Castle stages
  • Added 6 new conversation emotes throughout the game's various dialogues: Yes, No, Pumped, Shout, Dot Dot Dot & Draft


[FIXES & CHANGES]
GAMEPLAY

  • During the buffer and charging portions of a player's melee, the character will automatically shift slightly towards the ball if it's within a fixed pixel radius and on their side of the arena. The exact speed and distance they travel is dependent on the characters speed stat and charge timer length. The intent behind this is to increase the focus on timing, aiming and decision making over twitchy precise character movement
  • Dramatically increased the window of opportunity for melee clashes to happen so that if the active part of a melee is happening at all when another player tries to melee it will trigger a clash. Before this would only trigger if the last hit of both player's melees happened at almost exactly the same time, making it unusually rare
  • Changed the way spin inputs are captured so that if a spin input was being held when the move triggers it's active phase, the spin modifier will still be applied. Spin direction can be changed up until the final contact with the ball or launch of a projectile, but will no longer be removed by letting go of both triggers at this point
  • Changed the way the game captures input of analogue sticks for aiming so that small amounts of stick drift no longer cause a twitchy aim and that not inputting a direction always correctly shoots directly to the side even if the lack of input is after another an input
  • Changed the aim so it is free moving within its range rather than being segmented into 10 degree chunks
  • Changing your aim after whiffing a melee doesn't visually cause the aimer and character to sharply change direction
  • Put in a fix that should hopefully stop the occasional instance where your aim would be locked after certain circumstances until you completed another move
  • Added projectile trails to the holofield. This helps make it easier to see most active projectiles as well as adding an additional visual flourish to gameplay elements
  • Updated and improved the melee spin tutorial so it's less fiddly and some bugs with the control display at the bottom are fixed
  • Fixed an issue where if Ringressa's projectile laser was hit by another projectile, she'd no longer be able to create her projectile
  • Ringressa can no longer use her Super to spawn a portal if one is already on the field. This is to stop panic spamming using up the zone meter by accident, and also encourage players to think about placement more carefully before using it
  • Fixed an issue where Gluup would be temporarily invisible after hitting the ball with a melee attack, and the eyes and hyper explosion would sometimes not be visible either
  • Improved how Gluup's Hyper missile works all round. When interacting with an opponent trying to hit it back your opponent will now need to work a bit harder to keep it away and it won't just disappear, whilst the overall behaviour is much more consistent and should maintain better game pacing
  • Fixed an issue where if Rhapsody was hit when performing her Super but before all 3 vinyl projectiles were launched, you would no longer be able to perform her Super
  • Changed Rhapsody's Hyper move so she now throws out an amp in the direction you're aiming. Either when the amp has contact with a ball or after 1.5 seconds (90 Frames) have passed the amp will then shoot out the 3 Hyper Shockwaves that used to come directly from Rhapsody. You can move freely after placing the amp. Previously the move was so fleeting and difficult to time making it an awkward long ranged melee of sorts. These changes should improve the move overall, giving it more active time on the field to take advantage of, whilst still requiring some thought to use effectively, and tying in nicely to Rhapsody's playstyle and character
  • Fixed a bug where Crabhammers could no longer perform his super if first of the falling objects was taken care of before the second one spawned
  • When Princess' projectile is hit by a melee during it's physical manifestation, the opponent must now hit the actual hand in order to deflect it, rather than any of the laser. Instead hitting the laser part will make it end faster and you'll be safe from harm
  • Princess' projectile no longer gets destroyed by other projectiles during it's intangible phase
  • Fixed an error that meant Princess wasn't able to deflect multiple projectiles and the range of her projectile deflection didn't match the melee one
  • Corrected a bug where a bunch of moves and arena hazards that effected ball angles wouldn't remove any spin effects already on the ball, causing unintended and unpredicable ball directional patterns. If you come across this again, please report which interactions you think combined
  • Fixed issue where round win indicators weren't being drawn correctly
  • Added some small animated FX to the Zone Meter when using Super or Hyper moves to indicate the amount of meter being consumed
  • Changed the way the switches and bumpers work on The Clawcade to make the chaos element of the stage more readable and fun. There is now only one bumper on each side. Each individual switch now can't be pressed for about 1 second after being pressed. Pressing a switch now causes the crab bumpers to gradually move to the other position the missing bumpers were in in an off state
  • Updated monetary awards for Match Maker, Hologram Training & Cup modes to increase the overall payout


MENUS

  • Updated the colour blocks when selecting/buying colours to have the 3 main colours of the palette instead of 2
  • Tweaked and updated the colours for all characters, some have changed completely, some changed spots and some are fixed. The main character colour used for certain ui and fx will now also update alongside to match the palette for every colour slot
  • When choosing your character's colour palette you will no longer be refrained from scrolling higher than colour 3
  • All 10 colours for every character are now unlockable in at least one method
  • The throne that appears in the intro sequence now matches the design of the throne seen in the Core Castle and King's Quarters stage
  • Fixed an issue where the Start button wasn't being detected in some menus
  • Fixed issue when creating a new profile with a controller where you could go back out of the CSS without exiting and could not delete letters or confirm new profile
  • Fixed an issue where pressing the Back button on the match end & cup game over screens would cause the menu to glitch and you'd be unable to select any menu options
  • Fixed crash when trying to continue a suspended cup that was on a Bonus level
  • Fixed an issue where your selected profile data would not apply when chosen for the cup mode, and it would instead use whatever the variables were last set at
  • Fixed some issues with the "Special Items" menu category in the Gift Shop not correctly unlocking
  • Fixed a bug where you'd get a "beat the cup for the first time on any rank" notification every time you beat the cup
  • Fixed issue where completing cup with Crabhammers wouldn't correctly be saved and loaded in the Academy Cup CSS screen
  • Edited the dialogue between Crabhammers & Princess in the cup mode in both combinations
  • Fixed small bug that caused Nintendo Switch Pro controllers to start counting controller number in the top right of the main menus from slot 5. Let me know if this happens with other controllers. Still undecided how to number controllers when using a combination of wired and wireless, or perhaps I should be changing the gamepad icon in the top right to match the controller being used? If you have any thoughts or expectations then let me know!
  • Added some temp sfx for milestone notifications/unlocks and now show any bonus money earned from this too


MISC

  • Fixed issue where cars in the background of Haunted Hangout would have the wrong sprite in an instant replay
  • Fixed issue where the Sphere Smasher ball's "self shadow" was cut off and not drawn correctly
  • Changed the way the current song playing notification uis displayed slightly and added additional notifications for the menu songs
  • Various other small tweaks and fixes across the game


WHAT'S BEING WORKED ON NEXT?

  • Animations for the playable characters
  • Small improvements to the Hall of Fame

ZONERS Dev Log 04/12/2022

Hey everyone, Paris here,

It's been a hot minute since I officially updated you all on the status of the next big update, so let's take some time to quickly dissect everything that is coming in the next big update, v0.2.

OVERVIEW
To start with, let me apologise for the extended delay getting this next patch out. My 6 year relationship came to an end a couple of months ago and has put a lot of strain on my living situation, slowing down dev speed. On top of this... well let's just say this next update that jumps from v0.17 to v0.2 contains more additions than all the updates from v0.01-v0.17 combined! What's that going to mean for you, the players?



STAGES
There will be 1 brand new unlockable stage called Stardom Stadium. In this stage set above the planet Klianc VIII, meteors and comets smash into the arena and pass through, knocking things as they go. This stage will always be the "Grand Finals" stage in the cup mode on all difficulties.



There will also be one other special stage, called King's Quarters, that only appears at the end of higher cup difficulties (more on this below).

All stages will be playable in a Hazardless form, meaning if you want a straight gimmick free match, but don't want to be locked to Hologram House or Primary Park, you can get the vibes of any stage you want!



Background Spectators are being added to most of the stages. So far we have spectators on Circle Circuit, Plazzma Penthouse, Ring Research, Nautilus Nights & The Clawcade, with more being worked on for Primary Park, Rec Room, Haunted Hangout & Stardom Stadium. Most of these spectators will play a small reaction animation or two when goals are scored. They add extra flavour to the stages as well as giving an opportunity to see existing and new species that aren't the playable cast.



CUP
The cup will be playable on Super & Hyper ranks, which add additional levels as well as higher CPU difficulty.

Characters will have a conversation with the king about their wish at the end of any cup mode, and on higher ranks they will also have to defeat the king in a special boss battle that takes place on the King's Quarters stage. Cup end cards for all the playable characters that show them enjoying their wish will now appear at the end of the cup too!





MATCH SETTINGS
A new unlockable Match Mode type called Zone Breaker will be available. In this mode, only Zone Breaks count towards your points. I recommend slower shield recharging times when trying this mode.


MUSIC
In addition to the new music that naturally appears on the new stages/boss battle, there's also going to be the Museum version of the Main Theme and the Gift Shop is finally going to have it's own theme.

There's also some additional SFX & Ambiences added to some existing stages.


OTHER
I should also hopefully be adding some of the achievements as part of this update for you all to aim for. And of course, there's a bunch of miscellaneous changes and tweaks coming too!

ZONERS v0.1.6 Patch Notes

[ADDITIONS]

  • Keyboard & Mouse Support - Added full keyboard & mouse support throughout including key and mouse sprites.

    Gamepad is still recommended, but this is now a viable option for single and multiplayer! To accommodate this change, I recommend deleting any existing profiles as their settings will likely be incorrect. If you have suggestions for changes to the default keyboard control scheme then let me know! As an additional feature, you can set the left and right spin keys to be the same as another key when using keyboards, so for example the left and right movement keys can be for spin as well. This is because movement and aiming necessarily need to be separated using this control scheme

  • Main Theme Academy Version - Added the Academy version of the Main Theme to the Academy menu. Going between the Plaza and Academy will change the song version currently playing to the same point in the song

  • New clash mechanic - when two players connect a melee with a ball at the same time, you enter a clashing state where one player will triumph by mashing the melee button more, or a draw will happen causing both players to be stunned, if both are tied



[FIXES]
GAMEPLAY

  • Fixed issue where destroying Bzzt's projectile early would cause it to still connect with other shots despite the fact it should be deactivated

  • Gluup Super changes - now travels in a straight line with bounces and with no ball homing. Slightly faster move speed than before. Upon blowing up, from time or ball contact, it chains many more explosions further and faster, although will stop at a wall. Can now be melee deflected in both states correctly too just be sure to react fast enough!

  • Fixed small issue where full left or up movement from a complete standstill with some characters caused no movement to actually happen

  • Corrected issue in Advanced Training where text for the melee spin tutorial would display and the check marks at the bottom would only respond to the melee inputs


MENUS

  • Fixed long term drawing issue of the galaxy map in the CSS that would cause the edges of the galaxy to be overly faded


MISC

  • Other small tweaks and fixes



WHAT'S BEING WORKED ON?

  • New unlockable stage to act as cup finals stage
  • Cup mode end boss for super and hyper ranks
  • Cup mode end/boss dialogues
  • Cup mode end cards for all characters
  • Main Theme Museusm version
  • AI improvements

ZONERS v0.1.5 Patch Notes

ADDITIONS

  • Crabhammers now playable in cup
  • Princess now playable in cup
  • Clawcade Stage art added


PATCHES
GAMEPLAY

  • Fixed bug that caused crash when trying to rematch in cup
  • Fixed issue where Ringressa's portals were not taking in the ball correctly
  • Ringressa's portals no longer disappear when she's dashing
  • Fixed wrong colour outline issue on Princess
  • Fixed Princess' parry not connecting
  • A few small AI tweaks
  • General pre-match cup conversation tweaks and corrections


A PREVIEW OF WHAT COULD BE NEXT

  • Full keyboard input support (1 week)
  • New stage to act as finals stage (2 weeks)
  • Super and Hyper rank cup difficulties playable (1 month)
  • Proper cup ending images (2-3 months)

ZONERS v0.1.4 Patch Notes

ADDITIONS
Rhapsody is now playable in the cup mode


PATCHES
GAMEPLAY

  • Located & fixed major issue with the instant replay recording buffers that would cause a huge jump in memory usage after each instant replay. This fix will fix longer matches causing crashes and lead to full match replays being possible in the future. Some players might also find the game runs better now as a result
  • Introduced visual central projectile barrier after a Zone Break. Because this now acts as other walls do whilst active, some bugs involving projectiles are now fixed, like Crabhammers projectile disappearing and being unable to be used when crossing the threshold after a zone break and projectiles like Princess' passing through the threshold
  • Referee now appears in the right place holding the ball after a zone break
  • After a Zone Break the Zone Meters no longer sometimes load as slightly below their correct before Break value
  • Fixed issue where Crabhammers would be able to fire the projectile more times than projectile number settings
  • Crabhammers projectile respawn adjustment - when directly hitting the ball, you must now wait a small number of frames before you can fire again
  • Crabhammers Super can no longer be wasted by being spammed
  • Princess melee can now detect and connect with Crabhammers super created falling objects
  • Princess melee will do hand snap animation and hitbox in front even if it misses. Hitbox is also slightly tweaked. Some other small changes might have fixed a recurring issue where she couldn't hit the ball out of a paused state sometimes. If this happens again to you please report with circumstances just before this so I can try and locate the source!
  • Princess Projectile - fixed collision issue against players where you could get hit even when no where near the beam and made some small adjustments to what happens to the projectile after it hits a ball so it fades out rather than instantly disappear
  • Princess' Super can no longer be wasted by being spammed & the indicator for when the rewind happens now appears where the ball will return to rather than on the ball itself
  • Circle Circuit - believe I've fixed a bug where the corner wheel gimmicks sometimes wouldn't trigger. Needs more testing. Please report back to me if this happens to you still
  • Attempted to fix rare bug where ball would get stuck in place until a player hit it. Please report if this still happens to you


MENUS

  • Fixed small issue where returning to the Arena select screen from a match maker match would set the character's hyper move names incorrectly


MISC

  • Made it so that when launching the game in windowed mode on windows and linux, if the window size is larger than the display height, the window will be scaled down to fit and capped at a max of 720p. Preventing issues some users had with the window being offscreen and unable to change things. This can then be changed in the in game options if required