AFPD v. 0.5.0
Abomination Fight Pit Deluxe » Devlog
This update adds a plethora of new features as well as a heavy coat of polish and balance tweaks.
New Features:
- Added basic CPU Opponents!
- Added a Training Mode!
- Added timed battles;
- To use only a time limit instead of stocks and/or time limit, set stocks to zero and the winner will be determined by who gets KO'd the least.
- Added a fullscreen toggle! Click inside the window to toggle fullscreen.
- You can now toggle visible terrain collision via the game options menu.
- Combo counters are now functional in matches with more than 2 players.
- You can now disable certain players on the CSS without reducing the player count; Useful for rotations.
New Gameplay Additions:
- Added attack clanking
- If two grounded attacks collide and their damage is within 10 of each other, both player's will reset to idle with calculated hitlag based on the average of the two damages.
- If they are not within 10 of each other, the weaker attack will be cancelled.
- Aerial attacks do not clank with grounded attacks or other aerial attacks.
- If a grounded or aerial attack collides with an active item or projectile:
- If the attacks damage is greater than or equal to the item/projectile damage, the item/projectile's hitbox is cancelled and the item bounces upwards.
- Otherwise, a different effect will play and the attack's hitbox will be cancelled.
- Certain attacks do not clank under any circumstances, acting as they would have before this update. Those attacks are:
- Carpenter Chicken's crates (both spawn and explosion).
- TC-C016's special attack, as well as their GAD and GAU.
- Sputnik's special.
- Added perfect landing
- Even though landing lag is very low in this game across the board, perfect landing is just cool.
- If you land on a platform with a low enough vertical speed, your landing lag will be cancelled.
- This itself introduces another new technique: Auto-Perfect Landing.
- Perform a neutral air dash right as you would land on a platform to automatically perfect land.
- Added fighter push-away
- When two opponents get close enough to each other, either of the two, if they are grounded, will be pushed away slightly.
- This is disabled while performing a dash or an air dash.
Notable Gameplay Differences:
- Player-terrain collision is handled a bit differently in this update, using a traditional diamond style collision. Enable visible terrain colliders for more info.
- You can now ground-bounce opponents on platforms.
Notable Audio/Visual Differences:
- UI sfx overhauled.
- The game's fonts have been overhauled.
- Hit sfx have been heavily fleshed out.
- Fast falling and perfect landing will now produce a particle effect.
- Prince Slime now has full, and very good, voice acting.
- Carpenter Chicken now has full "voice acting." (I'm not sorry)
- Sputnik voice clips tweaked and fleshed out a bit more.
- A bunch more stuff I'm sure.
Balance Tweaks:
- All Characters
- It's now easier to perform a heavy item throw, instead of a frame-perfect buffer, you can now heavy throw by performing a normal throw and releasing the analog stick before the throw is performed.
- Made it easier for all characters to double jump closer to the ground.
- TC-C016 (Buffed)
- Using TC's special will now limit their falling speed to 0.3x their maximum falling speed.
- Double jump vertical speed 1000 -> 1250
- AAN
- Startup 10 -> 7
- Backwards Hit
- Strong Hit BKB 10 -> 17
- Strong Hit DMG 16 -> 17
- Late Hit BKB 0 -> 5
- Late Hit DMG 10 -> 13
- Strong and late hit hitbox height 56 -> 68
- GAD
- Startup 17 -> 10
- Greatly increased hitbox size
- GAN
- Startup 17 -> 12
- Endlag 25 -> 18
- GAU
- Startup 17 -> 15
- AAU
- BKB 20 -> 1
- KBG 60 -> 90
- Prince Slime (Balanced)
- AAN
- Startup 3 -> 6
- Endlag 11 -> 13
- GBN/ABN
- Startup 18 -> 14
- Horizontal air dash speed 600 -> 560
- Air Dash Intangibility 30 -> 20 frames
- AAN
- Sputnik (Buffed)
- Increased horizontal momentum from a ground jump to 220.
- Horizontal momentum from a double jump 160 -> 180
- Vertical momentum from a ground jump 550 -> 560
- Vertical momentum from a double jump 430 -> 500
- Horizontal air acceleration 20 -> 30
- Horizontal air speed 380 -> 400
- Horizontal momentum gained from an air dash 450 -> 600.
- Sputnik's GBN and ABN no longer cancel vertical speed.
- Decreased hurtbox and terrain collision size.
Notable Bug Fixes:
- TC-C016 now renders correctly in team battles.
- Fixed issue where stock icons would be positioned incorrectly in matches with more than 2 participants.
- Improved HUD positioning in general.
- Fixed issue where dropping a marker on the controller remap button ruins everyone's day.
- Fixed issue where Sputnik can "land" at the bottom of the stage.
- Carpenter Chicken's crates can now be more easily attacked by cats.
- Fixed issue where players can drift off while the game is paused.
- Fixed issue where Prince Slime does not shed intangibility when attacking.
- Crate ownership now properly transfers when the crate is struck by a projectile.
Known Issues:
- Not all characters have accurate grip positions yet.
- Player 3 & 4 spawn positions on Failure City are incorrect.
- Camera needs TLC for 4 player matches.
- Respawn timer doesn't pause when the game is paused.
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Abomination Fight Pit Deluxe
A bonkers platform fighter for up to 4 players
Status | In development |
Author | Emmet Sirotta |
Genre | Fighting, Action, Platformer |
Tags | 2D, combos, Hand-drawn, Local multiplayer, Multiplayer, party-game, platform-fighter |
More posts
- v. 0.9.0f2Jul 13, 2023
- AFPD_0_9_0f1Mar 29, 2023
- AFPD 0.9.0 is here!Mar 17, 2023
- AFPD 0.9.0 is on the way, I swear!Feb 28, 2023
- AFPD v.0.8.100421bf0Oct 05, 2021
- AFPD v. 0.7.3Aug 04, 2020
- AFPD v. 0.7.2Aug 02, 2020
- AFPD v. 0.7.0Jul 06, 2020
- AFPD v. 0.6.1Jun 08, 2020
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