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KNOCK-OUT ARCADE (version 0.10)

A 2D retro-inspired fighting game with easy to pick up controls and stylish combos! · By Jazz Boy

Patch Notes Sticky Locked

A topic by Jazz Boy created Sep 27, 2022 Views: 789 Replies: 18
This topic was locked by Jazz Boy 19 days ago
Viewing posts 41 to 53 of 53 · Previous page · First page
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Ver 0.8:

Key Changes:

-Began prototyping a new singleplayer level. This stage can be accessed on the Campaign mode map

-Players can no longer build meter while sprinting in singleplayer

-Meter gain is reduced by 75% in singleplayer

-Collecting coins is now easier

-Adjusted camera behavior in singleplayer

-Players can now buffer specials while landing

-Side Specials can now be turned around mid-air in singleplayer

-Updated HUD for VS and singleplayer

-Updated Overworld movement/collision

-Updated Overworld background

-Added new overworld animations for Russel

-Added new File Select screen after selecting Campaign Mode from the Main Menu

-Added screen transition between File Select and Main Menu

-Added new test enemy into the new singleplayer level

-Bottomless pits now deal damage to the player

-Tech rolls can no longer roll off of platforms

-Throw animations will no longer cause the player to slide off of platforms

-Projectiles no longer cause screen shake

-Added new destructible objects to the new level

-Added health and meter pickups

-HP is now capped at the character's maximum

Bug Fixes

-NPCs can no longer use the combo counter

-The game will no longer crash if a player's held opponent stops existing

-Opponents will no longer get stuck in the floor if they were descending before getting grabbed by Russel's Up Special

-Russel's Up special is now properly invincible once it grabs something

-Players now properly display their hurt animation when grabbed by Russel's Up Special

-The game will no longer crash if Russel's Up Special grabbed an opponent out of an attack

-The player will no longer get stuck if they jump into a corner

-Jumping while holding the run button now properly makes the player jump forwards

-Hitboxes/Hurtboxes from jumping attacks now properly go away if the player buffers an attack while landing

-The player now properly turns to face their opponent if they buffer an attack while landing

Russel:

-Increased the height of his Shorthop

Standing Light

 Increased Hitstop

 Regular: 6f -> 8f

Crouching Medium

 Increased hitstop

 Regular: 11f -> 12f

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Ver 0.9:

Key Changes:

- Added new enemy to singleplayer stages: Hops (yellow jacket Russel)

- Gin (black jacket Russel enemy) is now less aggressive

- Began work on a new singleplayer stage based on a bar/restaurant

- Added 7 frames of throw protection on wakeup and recovering from hitstun/blockstun. Does not apply to tech rolls.

- Added 3 frames of crossup protection

- The camera can now move up and down in singleplayer stages

- Added room transitions in singleplayer stages

- Up and Down specials can now be turned around on startup in singleplayer stages

- Added a 4 frame input buffer during the endlag of all attacks

- Added floorbounces

- Added hard knockdowns to certain moves

- Players now use their crouching hurtbox if blocking a move while crouching

- Added new visual effect for knockdowns and wallsplats

- Added new Geyser visual effect

- Players can now choose which side they want to play on

- Players no longer need to re-launch the game when connecting a new controller

- Rematching in VS now skips player intros and uses "RUN IT BACK!" instead of "ROUND 1"

- Improved camera shake behavior

- Added a short splash screen before the title screen

- Added taunts by pressing Select, T, or Numpad 7

- Improved pushback functionality (only Russel has proper pushback values at the moment)

- Control mappings are now properly saved between play sessions (you may have issues if you play older versions after playing this version. Try deleting save data in %appdata%)

- Enhanced specials now cancel into Super

- Jumping attacks no longer bounce the player backwards after hitting an opponent's block

- Characters now accelerate when running. Run acceleration speed depends on character

- Walking backwards is now 10% slower than walking forwards

- Players now immediately halt when they stop walking

- Began re-drawing Russel's stage. Still currently a work-in-progress

- Removed no-numpad mode


Bug Fixes

- Pressing up and left/right now makes you jump in that direction instead of straight upwards

- Hurtboxes no longer disappear earlier than intended in frame-by-frame

- Enhanced special data is now properly reset when a new special move is performed

- Command normals can now be buffered out of blockstun

- Players no longer get softlocked if they attempt to change controls on the Options or Pause menu without access to a second controller

- Players can no longer spend meter for enhanced specials while in hitstun


Russel:

-Added a new taunt animation

-General improvements to feel/frame data (TONS OF CHANGES)


Beverly:

- Adjusted Super to make it more usable

- Added 2 new color palettes

- General improvements to feel/frame data


Jay:

- New command normal, Back + Medium in the air. Acts as a taco kick

- New command normal, Forward + Light. Fast low-hitting move

- Adjusted neutral special's momentum properties

- New Down Special in Spirit OFF. Acts as a seismo attack. Can control where SC shows up by holding down+forwards/backwards

- Adjusted costume 3

- Lowered Smooth Criminal's health from 45 -> 30

- General improvements to feel/frame data


Gunther:

- General improvements to feel/frame data

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EVO 2025 Edition:

Key Changes:

- All specials can now only be used once per airtime, meaning the player must land in order to do them again

- Colored the new Arcade Stage

- Added new title screen animation

- Added Character Select music

- Rebalanced audio of all music tracks in the game


Bug Fixes

- Game will no longer crash when performing Forward + Light with Jay while his install is active


Beverly:

- Updated pushback for all normals, specials, and super

- Increased hitstun and blockstun of Jumping Medium

Jay:

- Added proper pushback values to all Spirit OFF attacks

- New Side Special: Sweet Escape

       - Teleport that can go in front or behind the opponent

- New Command Normal: Forward + Heavy

       - Long-range overhead that is performed with Smooth Criminal

- Increased range for Standing Medium Attack

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Version 0.10:

Key Changes:

- Added a new character to the game! This character is currently unnamed, but is playable with a few animations

- Added new WIP animations for SC, Gunther, and the new character


Bug Fixes

- Up specials which do not leave the ground no longer require the player to jump before using them again

- Players can no longer block on the final frame of hitstun

- Fixed an issue where the game would not properly count combos if it was the first combo the player performed in the round

- Player's health bar now renders correctly during 1-frame-link combos

- Fixed an issue where opponents that wallsplatted on the exact frame their hitstun reached 0 would not oscillate on the wall during hitstop


Russel:

- Enhanced Side Special

 Now causes a hard knockdown

 Increased blockstun for both hits (5f -> 15f)

- Forward and Back throw

 Now cause hard knockdowns

- Jumping Medium

 Increased Hitstun

  Regular: 10f -> 16f

  Counter: 14f -> 18f

- Jumping Heavy

 Increased Hitstun

  Regular: 17f -> 20f

  Counter: 14f -> 20f


Beverly:

- Side Special

 Overhead follow up is now +5 on hit


Jay:

- Adjusted teleport location for side special to be closer to the opponent

- Smooth Criminal: New Standing Light animation and properties

- Smooth Criminal: New Standing Light 2 animation and properties

- Standing Light

 Improved frame advantage on block (-3f -> -1f)

- Standing Heavy

 Improved frame advantage on block (-11f -> -9f)

 No longer hops over lows

 Added extra hurtbox to the move's recovery

- Jumping Heavy

 Increased Blockstun (3f -> 9f)


Gunther:

- New Standing Medium animation and properties

- New crouching pose

- New Crouching Light animation and properties

- New Crouching Medium animation and properties

- Standing Light

 Increased Damage

  Regular: 4 -> 5

  Counter: 6 -> 7

- Standing Heavy

 Increased Damage

  Regular: 12 -> 15

  Counter: 15 -> 18

 Increased Meter build

  Regular: 10 -> 12

  Counter: 12 -> 15

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