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KNOCK-OUT ARCADE (version 0.12.1)

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: 1,240 Replies: 20
This topic was locked by Jazz Boy 81 days ago
Viewing posts 41 to 59 of 59 · 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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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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Version 0.12 (Steam Demo)

Key Changes:

- Significantly reduced meter gain across the board for all characters/attacks (Russel, Beverly).

- Once the opponent's juggle value exceeds the limit, they will now immediately enter a knockdown state once they touch the ground.

  - Prevents infinites where characters could use quick, low launching attacks in the corner on airborne opponents

- Characters cannot get as close to the edges of the screen as they could before.

- Characters will now release their opponent if the opponent is hit by another attack during a throw animation.

- Added composer credit to the initial bootup screen.

- Added Beverly's theme.

- Added Title Screen jingle.

- Normalized UI sound effects to be at a comfortable volume.

- Added a whole bunch of new sound effects

- Polished up the character select screen to make it feel smoother

- Pressing back on the character selection will now take players back to the controller assign screen

- Players can now leave character select even if the other player has already selected their character

- Updated logo.

- Added a proper training mode! Access this by selecting "Training" on the Main Menu.

- Added victory screen music in Versus.

- Added new music for starting a Versus match.

- Added CPU battles in VS mode.

- Added Attract Mode. Staying idle on the Title screen or Main Menu for long enough will cause the game

to start a match between 2 CPU players.

- Added discaimer to Jay, Gunther, and the Luchador on the character select screen

   - These characters are unfinished and may display incorrect graphics. Do not expect them to be

     playble in the demo version for very long.

- Tweaked campaign map to explain how to enter/exit courses.

- Campaign map now only has one course, due to the others being unfinished.


Bug Fixes

- Beverly's Enhanced Specials no longer build meter

- Fixed a bug where Bev's enhanced Up Special would not be invincible on frame 1

- Fixed a bug where players would get stuck in the wall if counter hit by Russel's standing heavy attack in the corner

- Fixed a bug where the pause gauge would remain on screen if the round ended via time-out while the gauge was filling

- Fixed a bug where the outline on Beverly's hair would break during her idle animation

- Time's Up, COUNTER, and Draw... text now remain centered on the camera

- Releasing Run and pressing Special simultaneously during an extended run no longer inputs a Rush Cancel

- Players can no longer jump over the cutscene trigger in the tutorial level.


Russel:

- Standing Light

 Reduced damage on Counter Hit

  5 -> 4

- Standing Medium

 Increased advantage on block

  +0 -> +1


Beverly:

- Standing Light

 Reduced damage on Counter Hit

  5 -> 4

- Standing Medium

 Reduced advantage on block

  +1 -> -1

- Crouching Light

 Reduced damage on Counter Hit

  6 -> 5

- Jumping Heavy

 Second hit no longer launches grounded opponents

 Second hit now has more grounded knockback

 Adjusted launch angle for second hit on air opponents

- Advancing/Retreating Hopkicks (Forward/Back + Medium)

 Adjusted knockback trajectory on airborne opponents

- Divekick (Air Down + Medium)

 Can now be special/super canceled

- Forward Throw

 Now called "Head Over Heels" in command list

- Back Throw

 New animation

 Now called "Catapult Kick" in command list

- Neutral Special

 New animation

 Increased startup

  16f -> 22f

 Increased total duration

  40f -> 45f

 Enlarged the window to perform the Motion Input Enhancer

- Enhanced Neutral Special

 New animation

 New visual for the fireball

 Fireball now has a larger hitbox and spawns further away from Beverly

- Side Special

 New animations for all attacks/follow ups

 Adjusted hurtboxes for all attacks to better match the new visuals

 Adjusted momentum properties for the second attack

 Increased total duration for second attack

  26f -> 35f

 3rd hit now travels farther before the hitbox comes out

 Increased total duration for low follow up

  18f -> 23f

 Increased hitstop for low follow up

  7f -> 13f

 Low follow up now does more screen shake on hit

 Increased range on low follow up

 Increased damage on low follow up

  3 -> 4

 Increased block stun on low follow up

  8f -> 14f

 Increased pushback on block for low follow up

 Increased total duration for overhead follow up

  36f -> 40f

 Increased momentum data for overhead follow up

 Decreased advantage on block for overhead follow up

  -6f -> -10f

 Decreased damage for overhead follow up

  Regular: 8 -> 6

  Counter: 10 -> 8

 Decreased meter gain for overhead follow up

  Regular: 4 -> 3

  Counter: 6 -> 4

 Adjusted momentum data for launcher follow up

 Increased startup for launcher follow up

  8f -> 10f

 Massively increased range for launcher follow up

 Adjusted launch angle and distance for launcher follow up

 Increased damage of launcher follow up

  Regular: 3 -> 5

 Decreased gravity scaling of launcher follow up

  4 -> 3

- Up Special

 New animation

 Increased damage on normal hit

  7 -> 8

 Increased damage for second hit on Counter Hit

  7 -> 10

 Increased hitstop for the first hit

  9f -> 13f

 Increased landing lag

  6f -> 10f

 Adjusted launch trajectory on hit to send more vertically

 This move can no longer hit twice if the first hit lands as a counter hit

 Increased active frames of the first hitbox make sure there isn't a gap between the hitboxes

 Adjusted Hit and Hurtboxes to more closely match the visual

 Now jumps higher when used on the ground

- Enhanced Up Special

 New animation

 Decreased Startup

  8f -> 6f

 Decreased damage

  16 -> 13

 Decreased counter hit damage for the first hit

  10 -> 8

 Increased active frames of the first hitbox make sure there isn't a gap between the hitboxes

 Adjusted hit/hurt boxes to more closely match the visual

- Down Special

 New animation

 Succesfully performing the "perfect" input now gives more meter

  3 -> 5

- Enhanced Down Special

 New animation

 Decreased startup

  8f -> 7f

 Increased range

 Adjusted hurtboxes to match the animation

 Adjusted launch properties to send opponents higher

 Adjusted momentum properties

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