Hey, just found out about this because I heard about Aggelos 2 last night. Aggelos was excellent and I bought Tanuki Justice on release because of that.
This looks great too, just bought it now!
goldenbeard
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I can give a few more tips in case you want to give it another shot sometime.
I've already mentioned high and low pucnhes get telegraphed differently. However, if you block them you will take chip damage (1dmg) but that's not usually a big deal. It's mroe effective to dodge but you hae to be carefull dodging body shots because if you dodge into the direction the body shot is coming from, or you duck into a body shot you'll get hit anyway. Luckily no input blocks body by default so playing it safe could be dodging high punches and jsut blocking low ones.
Also inc ase you weren't using the special mirrors to block the bald shine that lets you get in a steady stream of free hits. Head punches do more damage and for Bulk Bogan body shots basically do chip damage to him, again only 1dmg. But for him, any pucnhes you get in will be worth it so if he's blocking high too much then get a few body shots in.
Congrats! Bulk Bogan has some oddities in his programmed patterns, I've had a couple runs where he barely fights back as well and then others where he follows up a double power punch with two more double power pucnhes followed by relentless 4 punch combos. Usually it's somewhere in between, though.
I think if we had mroo\e time we could have had extra frames that telegraph attacks more clearly, as of now a lot of the animations are sprite shaking and position shifting. So when Joel attacks up he first moves back a bit, if hes attacking the body he moves back less but more to the side before pucnhing. It's a subtle difference and maybe hard to spot until you get a feel for it.
Thanks for playing!
Thanks a lot! I really pushed myself maybe a bit too much but the real heavy lifting presentation-wise is the art which is all credited to my partner in this gamejam (with the exception of a couple small things like some effects or menu art which I did)
Glad you enjoyed it! If you liked this, check out Super Punchout, it's naturally a lot more balanced and polished than this.
The original Punchout and Punchout Wii are great too.
Thanks for playing!
Hahah yeah hope he doesn't take it the wrong way, but overall for a two week jam, first time making a Super Pucnhout clone, very first time ever working with animation keyframe-based logic and not using colliders or trigger areas (I come from unity in the past), I think I'm really happy with the result after 12ish days or so
In fact there's not a single collider or collision detection of any kind in the whole game, everything is based on AnimationController and State machines
Okay I'm gonna try this, I wonder if theres an additional few frames because of the Scale.X inverting when you hit him with a right punch (so i didnt have to set up a separate animation for his hit anim), because he also swaps back when transitioning back to idle anim.
I'm gonna try that out., Other than that there's functionally no difference between left and right punches 😆
Thanks a lot!
That strategy is interesting, I wonder if you've found a nearly frame perfect rhythm to get a hit in in between state transitions 🤔 After a few landed hits in a few the last fighter actually goes into a very temporary input reading state so switching high/low punches should matter for the next couple seconds until it wears off (blocks dont contribute to this)
There are also a few frames at the end of the last fighters double power punch where you can get a hit in and soemtimes up to 4 hits because it shouldn't count toward that 3-hit -> read input to block special pattern, but you have to dodge it early enough to get back and land one.
That's a very nice expert time by the way, I've got 14 and 12 seconds once each and other thant hat its always 1-3 seconds left, so I was quite happy with the expert feel at least for the last fight.
Thanks for playing!
Thanks a lot! Anything story related or details like the mirrors were all up to my team member (he's definitely in here silently
Yeah Joel and Bald Joel have similar but slightly different patterns but I dont think Bald Joel defense aggresively enough. Regular Joel is quite basic and has that time where he blocks 100% of body shots to set up the scripted finish. Regular Joel should try to do his shine attack twice but the first one may not trigger if you damage him too fast. And by that point,a s you said you can jsut eat the pucnhes while blidned and then finish hima fter you recover.
The last fighter is the one I felt needed to be really tight especially for expert mode. My best time is 14 seconds left on the clock and I was realllllly lucky with the state changes his fight handler happened to pick. Before that it was 12 seconds and then a bunch where i scraped by with 1 or 3 seconds left.
Thanks for playing!
















