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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: 1,192 Replies: 20
This topic was locked by Jazz Boy 54 days ago
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Developer (1 edit) (+1)

Ver 0.1.2:

-Added Round Start Text

-Round timer now no longer dissapears after hitting 0 seconds

-Game now ends when the timer reaches 0

-Made Russel's standing jab combo more consistent

          -Extended range of Russel's standing light 2 (19px > 25px)

          -Extended range of Russel's standing light 3 (21px > 27px)

-Added Intro animation for Russel



Ver 0.1.1:

-Added Backthrow

-Added Getup

-Added ability to short hop by pressing up quickly

-Russel now has 5 pre-jump frames instead of 3

-Added Low Blocking Animation

-Fixed an issue where opponents who were crouching would not get launched properly

-Russel Standing Light now has 8 frames of hitstun rather than 7

-Added Combo Counter

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Developer

Ver 0.1.3:

System:

-Added 2 special moves: Neutral Special and Side Special. These are performed with the new "Special" button.

     -";" key on Keyboard

     -"A" Button on Xbox Controller

-Fixed an issue causing all moves to come out 1 frame later than they were supposed to

-Adjusted how buffering moves out of hitstop works. Should be more accurate

-Refactored cancel system code

-All aerials can be canceled into Specials

-Fixed an issue where the combo counter would immediately cancel if you connected a move on the last possible frame.

-Added two new characters to the character select screen: Beverly and Jay. These characters are not currently in the game, but will be added in future updates.

-You can no longer be grabbed out of your jump squat frames

-The floor is now slightly lower down than it was before by about 8 pixels


Russel:

-Short Hop now travels faster. This makes his instant overheads much more prevalent.

-All Light Attacks have a new hitspark

-Standing Light 1

     -Increased hitstun : 8f > 9f

-Standing Medium 

     -Now moves him forward by 1 pixel

-Standing Heavy

     -Increased hitstun : 8f > 14f

     -Increased Hitstop : 15f > 18f

     -You can no longer cancel the move early by walking

-Crouching Medium

     -Changed launch angle when hitting an opponent who's in the air

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Developer

Ver 0.1.4:

System:

-Added 3 new stages

-1st is Russel's, which is selected by default

-2nd is Beverly's, selected by holding Shift and starting a match

-3rd is Jay's, selected by holding Ctrl and starting a match

-Added combo scaling, where the longer a combo goes on for, the less damage each hit does

-Added a super meter to the bottom of the screen. It doesn't do anything yet.

-Beverly is now selectable! She currently has an Idle animation, and she shares her moves with Russel at the moment.

-Improved collision between players

-Round Start and KO text appear properly in the middle of the screen

-Behind the scenes, we've got a move editor in the works


Russel:

-Finished Neutral Special Animation

-Added Combo Scaling to every move

-Standing Medium

damage : 10 > 6

-Standing Heavy

damage : 20 > 14

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Developer

Ver 0.1.5

System:

-Major move refactoring behind the scenes

-Added Counter hits. Hitting the opponent out of a move results in a unique counter hit state

-The counter hit properties for each move have not been finely tuned yet

-Added Super Jump and Double Jump support

-Added ability to Run by using the Run button

-Auto-block debug feature has been moved to the Alt key

-Characters now have traction with the ground, providing smoother stops

-More collision fixes

-Increased minimum combo scaling from .1 to .4

-Revamped the camera system

-TIME'S UP now displays properly

-Player's shadow now changes based on the player's height off the ground

-Added support for destructible objects

-Updated Russel's Stage background

-Updated Jay's Stage background

-The game now properly ends when either player reaches 2 wins


-Added a new main menu

-Added Campaign to the main menu. This takes you to a small test room

-Added support for singleplayer platforming stages. Select "Training" from the main menu

-Added Controller Remapping. Select "OPTIONS" from the main menu

-Added a credits roll. Select "Credits" from the main menu


Russel:

Side Special:

-Animation complete

-Adjusted momentum


Neutral Special:

-Now hits closer to him, allowing players to use the move in the corner


Standing Light 1:

-Doesn't push Russel back as far


Standing Light 2:

-Now pulls the opponent in


Crouching Medium:

-Launch hitbox now has more range


Beverly:

-Added full mock-ups for every move

-Functionality and feel is still being tested.

-She can now super jump by pressing down then up

Developer

Ver 0.2:

-Added Support for Projectiles

-Added Up and Downs Specials

-Added full support for character editor

-Added support for command grabs

-Adjusted visual for super meter

-Added instructions text to menus

-Added Palette Data to Beverly

-Levels can now be selected from the campaign mode

-Added Jay as a playable character. At the moment, he is a carbon copy of Russel with less health, but we will give him his own moveset at a later data.


Russel:

-Added up and down specials


Beverly:

-Replaced old neutral special with a projectile

-Added remaining specials

-Added extra palettes

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Ver 0.2.1 - The Motion Input Update:

General Changes:

-Added background music to the game

-Added a hit sound effect

-Players can now Run by double-tapping a direction as well as using the run button

-Enhanced specials have been added

-Command Normals have been added

-Rekkas have been added


Russel:

!6M 

-new command move 

-25f startup overhead 

-can give full combo on hit 


!down special 

-New animation

-effectively a new move. 20f overhead 

-when used midair, slams downward quickly 


jH 

-hitstun slightly increased 


neutral special

!-added 236 enhancer launcher 


side special 

!-added 214 enhancer pressure reset followup 

-changed launch angle to be slightly more upward


Beverly 

!j2M 

-new command move 

-13f startup stop-drop dive kick 


!side special 

-new rekka series 

-effectively 5 new moves

 -rekka 1 is a slight forward moving jab, can go into rekka 2, rekka high, rekka low, or rekka launch

 -rekka 2 is a fast stomp, punishable on block but can go into rekka high, rekka low, or rekka launch 

-rekka low is fast and safe, gives hard knockdown on hit. low damage -rekka high is a slow overhead that uncombos but deals good damage and goes a good distance 

-rekka launch is a fast-ish option which is very unsafe on block but gives a full air combo sL1 -minor hitbox and hurtbox adjustments 

-increased knockback 


*sL1 is +1 on block meaning its a very solid mash option sL2

 !- can now be cancelled into sH; not a true combo 

-minor hitbox and hurtbox adjustments 

-less hit stun

 -less knockback 

-made horizontal speed a feature rather than a bug; speed looks a lot less janky 


*sL2 now lets you make the decision of going into sL3, sM, or sH. 


*sL3 is true and gets you more space & knockdown, sM is true and gets you more damage, sH is NOT true but is a solid frame trap sL3 

-minor hitbox and hurtbox adjustments 

-minor adjustments to frame data to make the move feel better; no effect in practice 

-is now -7 on block instead of -9; in line with russel's auto combo 

-slightly more knockback on hit 


sM 

-minor hitbox and hurtbox adjustments 

-decreased blockstun; now +1 on block instead of +2 

-increased pushback on block 

*now better as the poke its meant to be 


sH 

-hitbox and hurtbox adjustments 

-motion adjusted to be more fluid 

-increased damage 14->15 

-slower startup 12f->14f 

-recovery 39->40 

-hitstun 14->15 

-blockstun 20->21 

*slightly worse on whiff but same on hit and block

 -decreased pushback on block -decreased knockback 

-counterhit now has stronger knockback & damage 


cL 

-minor hitbox and hurtbox adjustments

 -adjusted startup 4f->5f 


cM 

-hitbox and hurtbox adjustments 

!* now the furthest reaching normal instead of the second shortest

 -startup 7f->9f 

-damage 10->8 

-decreased blockstun 

-decreased knockback 

-increased recovery time 

-hurtbox now retracts slightly as move finishes 

*these read like major nerfs but the move feels stronger due to range 


cH 

!- first hit now vortexes slightly 

*makes the second hit consistent and also means the first hit can special cancel in interesting ways 

-hits slightly more active (1f->2f) 

-second hit slightly more blockstun (8f->10f)

 -second increased knockback 

-reduced meter gain 

-slightly reduced range 

-damage changed from 5,5 to 3,9 

-counter hit no longer deals an absurd 30 damage


 jL 

-recovery increased 10f->16f 


jM 

-startup 10f->9f


 jH 

-startup 12f->10f 


down special 

-damage 15->10 


neutral special 

!-removed kick hitbox 

-hurtbox shrink

 -ball comes out slightly earlier 15f->14f


Jay

Adjusted animations across all specials

Adjusted animations for standing light 1 and standing heavy

Up Special

-New move

-Multi-hitting.

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Ver 0.2.2:

-Fixed crashes involving canceling certain moves during hitstop

-Players can more easily jump over small obsticales

-BGM now stops when exiting singleplayer levels

-Increased controller deadzones

-Added Rush Cancel. Performed by pressing Run + Special. Can hold up to go high, in

air causes you to fastfall to the ground

-Adjusted how blocking works. Should now be more reliable

-Players properly run in the right direction after waking up with their head to the

opponent

-Hitboxes and hurtboxes no longer disapear during hitstop

-Fixed an issue where canceling a move would sometimes cause an extra hit.

-Damage Scaling now works properly

-Fixed a bug where the super meter would overflow

-Moves performed in the air can no longer hit low. Attacks that would hit low hit mid

instead

-Moves that have non-integer knockback no longer cause the opponent to oscillate

-Autoblock now properly gaurds against lows

-Adjusted player collisions

-Time out now rewards the player with the higher % of hp remaining

-You can now buffer arials out of jumpsquat

-Debug Mode now displays combo damage. It is the 4th number from the top

-Characters can now support multiple movesets

-KO text now appears behind players

-Fixed animation bug when enhancing specials

-Counter Hits now properly display their hit effect

-Added EX flash for enhanced moves and Rush Cancel

-Fixed issue with enhanced moves skipping their 1st frame

-Added Block sfx

-Updated Credits

-Updated Stage Select

-Added a few alternate palettes for Jay

-Added more placeholder moves for Jay

-Enhancers now require meter

-Updated meter HUD element

-Added Meter Scaling. Using a move that requires meter or RC will prevent you from

building meter for the rest of the combo

-Reworked Hitstop

-Projectiles no longer cause their owner to enter hitstop

-Players can now hit multiple objects at once

-Fixed issue where performing a Rush Cancel after a forward throw would cause the

opponent to behave strangely

-Adjusted how hitstop works

-Added new sound effects for running, walking, jumping, landing, and hitting

-Added Smooth Criminal and Spirit Functionality

-Added more placeholder sprites for Jay

-Knockback is now based on the victim's direction rather than the attacker's

-Updated Russel's Forward Medium command normal

-Added Results screen. You can now instant rematch at the end of a fight

-Options menu now properly adjusts sound volumes


-Russel's Enhanced Neutral Special

Added Final Animation 

Increased attack range

Decreased movement range

Increased total duration (21f > 27f)

Increased combo scaling (1 > 2)

Added a hurtbox to the move

Move now hits later (5f > 11f)

Adjusted Hit Spark


-Russel's Down Special

Starts falling sooner

Added Russel's Enhanced Down Special (623)

Follow up overhead at 14f

Frame trap on block

More unsafe

Decreased Damage (14 > 12)

Increased Blockstun (13f > 16f) (-17 instead of -20 on block)

Decreased Hitstop (20f > 14f)

Adjusted Launch angle

Increased duration of extended hurtbox


-Russel Side Special

Adjusted functionality to Enhanced Side Special

Added final animation for Enhanced Side Special

Adjusted hitstun and launch angles to allow enhancer to connect properly.


-Russel Forward Medium Attack

New animation

Altered move properties to fit the move


-Beverly Standing Light

New animation


-Beverly Standing Medium

New animation


-Beverly Standing Heavy

New animation


-Jay

Too many to list lol

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Ver 0.2.2 Hotfix:

-Fixed crash involving projectiles. Counterhitting the opponent with a projectile will no longer crash the game

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