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KNOCK-OUT ARCADE (version 0.11)

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: 872 Replies: 19
This topic was locked by Jazz Boy 4 days ago
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Developer

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

Developer locked this topic
Developer unlocked this topic
Developer

Version 0.11

Key Changes:

- Added chip damage to specific special moves. This is the amount of damage these moves deal on block.

- All characters now have proper knockdown and floor bounce data for their attacks.

- Some moves now have landing lag. These are mostly up specials and air command normals.

- Adjusted Russel's default color palette to increase contrast.

- Lots of new animations for Beverly


Bug Fixes

- Fixed an issue where the game would crash if a projectile hit two or more objects at the same time.

- Fixed an issue where hitting an opponent with two or more floorbounce moves would cause them to not enter the knockdown state.

- Super Jumping is now harder to do on accident.

- Fixed an issue where inputting Beverly's divekick very low to the ground would cause her to get stuck in place.


Russel:

- Forward Throw

 Reduced damage

  10 -> 8

- Neutral Special

 Reduced gravity scaling

 Improved juggle properties

- Enhanced Neutral Special

 Increased hitbox size

- Up Special

 Now has 15 frames of landing lag


Beverly:

- Standing Light 2

 New animation

 Increased hitbox size slightly

 Decreased meter gain on hit

  4 -> 3

 Increased grounded knockback

 Now sends airborne opponents downwards on hit

- Standing Light 3

 New animation

 Adjusted hit and hurt boxes to better match the visual

 Increased total duration

 22f -> 30f

 Increased pushback on block

- Standing Heavy Attack

 Adjusted Launch angle

 Increased total duration

  28f -> 32f

- Crouching Light Attack

 Adjusted knockback on aerial opponents

- Crouching Medium Attack

 Adjusted knockback on aerial opponents

- Crouching Heavy Attack

 New animation

 Decreased hitstop on the first hit

 Increased total duration by 1 frame

- Jumping Medium Attack

 New animation

 Increased total duration

  27f -> 32f

 Adjusted hitbox and hurtboxes to more closely match the visual

- Jumping Heavy Attack

 New animation

 Increased total duration

  30f -> 45f

 Adjusted juggle properties

 Increased startup

  7f -> 9f

 Decreased total damage

  13 -> 12

 Adjusted hit and hurt boxes to more closely match the visual

- Jumping Down Medium Attack (Divekick)

 New animation

 Adjusted momentum properties

 Added 4 frames of landing lag

 Increased startup

  13f -> 16f

- Forward/Back Medium Attack (Hopkick)

 New animation

 Increased advantage on block

  -8f -> -3f

 Decreased active frames for Forward Medium Attack

  6f -> 4f

 Adjusted hitbox size to match the visual

- Forward Throw

 New animation

 Adjusted launch trajectory

 Increased total duration

  42f -> 66f

 Increased required diostance from the wall

 Reduced damage

  10 -> 9

 Reduced meter gain

  10 -> 9

 Decreased hitstop

  12f -> 8f

 Adjusted sound and particle effects

- Back Throw

 Reduced damage

  10 -> 9

- Neutral Special

 Now travels further

- Side Special: All hits

 Increased meter gain

- Side Special: Finisher

 Now causes a hard knockdown

- Down Special

 Now always grants Special Charge, indicated by a spark in the HUD.

 Pressing the Special button at the peak of her breath allows her to recover quicker, and gives some meter.

- Up Special

 Now has 6 frames of landing lag

 Decreased damage on counter hit

  20 -> 10 first hit

  20 -> 7 second hit

- Super

 Now blinks when at low duration

 New animation when the excersize ball expires

 Activating another Super while one is active causes the old ball to immediately expire

 Hitbox now activates if Beverly strikes the ball with a projectile


Jay:

- Neutral Special

 Significantly reduced total duration of the move

- Up Special

 Now has 15 frames of landing lag

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