AFPD v. 0.7.2
Abomination Fight Pit Deluxe » Devlog
AFPD Ver. 0.7.2 Patch Notes
This update brings a new stage and a heaping of polish and balance tweaks to AFPD!
News on Mac/Linux versions; At this point these platforms are no longer supported.
This was a difficult decision to make, but in so doing I'll be able to focus much more of my time and effort on actually working on the game instead of figuring out technical nonsense.
I plan on continuing support of these platforms in the future, when I reach a vantage point sturdy enough to justify it.
- New Features
- A new stage has been added: THE BONE ZONE from BoneBois Eat Your Computer! This smaller stage features a revolving platform and a remix of the music heard in BBEYC, courtesy of FUG!
- You can now set custom damage, knockback, hitstun, and gravity multipliers via the combat options menu!
- A new training mode CPU behaviour has been added; You can now set them to block indefinitely, allowing you to practice your block pressure!
- A new mechanic has been added; Auto-DI! This mechanic makes it easier to escape combos without damaging your hands and controller and takes a paragraph to explain! Here's how it works:
- Normal DI in AFPD requires you to move the x & y axes of the control stick a combined axis magnitude distance (referred to as CAMD below) of 43% within a maximum frame window of 4 frames in order to make a successful DI input.
- (For reference, this is most similar to how it works in Smash 64).
- Making a successful normal DI input will shift your position by a maximum of 27 pixels per-frame (scaled by the CAM during the frame the DI takes effect).
- Auto-DI is a weaker form of DI that shifts your position by a maximum of 6.2 pixels per-frame.
- Auto-DI requires less repetitive motions; All you need to do is make one successful DI input, and then hold the stick in the direction you want to DI towards.
- Auto-DI also has additional leniency; whereas normal DI requires a CAMD of 43%, to enable ADI, you only need a CAMD of 28%.
- Gameplay Changes
- Blocking has been buffed! You no longer have to face your opponent to successfully block, push-block also applies to the attacker, fewer abilities are unblockable, and you receive slightly less block stun!
- You can now only be KO'd off of the top if you are in knockback.
- "Hover Cat Curling" has been removed in favor of more stable item collision logic. (Other cat-niques still work).
- Team combos are now properly detected and represented! Mi combo es tu combo!
- AI Improvements!
- Camera improvements!
- Audio/Visual Changes
- Cat Tosser's VA is a bit louder now.
- Characters will now cast shadows on certain stages.
- Fighter health as shown on the HUD will shake when the fighter is in certain disadvantage states.
- New effect for fast-falling!
- Shields now turn red when the defender is in blockstun.
- New fire animation for the title screen and css!
- The CSS theme has been remixed and made dynamic!
- Stock icons now share team color, and CPU's are labeled as CPU under their HP.
- A cover of LOOK OUT SAEHNDRA BULLOCK from RC(02IIDUO/PI)JD has been added to Failure City!
- A few announcer voice retakes.
- Balance Changes
-
- All Abominations (Except Sputnik)
- Crouch transition duration 4 -> 2
- Crouch-block transition duration 4 -> 2
-
- Cat Tosser
- Item throw startup 8 -> 6
- Item throw endlag 8 -> 7
- GAN startup 17 -> 15
- GAN endlag 40 -> 30
- GAU KBG 100 -> 87
- Doubled the speed at which cats are pulled towards you during Telecatnesis.
- Cat Tosser can now perform Cat Warp multiple times before landing
-
- Carpenter Chicken
- GAN startup 1 -> 3 (As much as it pained me to nerf CC's frame 2 jab, it needed to go.)
- Dynamite explosion damage 18 -> 20
-
- Sputnik
- ABN/GBN endlag 22 -> 15
- ABN/GBN active frames 3 -> 7
- Crouch transition duration 5 -> 3
- Crouch-block transition duration 3 -> 2
- ABU/GBU endlag 1 -> 2
-
- Prince Slime
- AAN startup 6 -> 5
- AAN endlag 13 -> 11
- AAD main hitbox width 99 -> 77
- Prince Slime has a new ability!
- Hold the normal attack button while performing an AAU to helicopter upwards!
- This is fuel-based, and is replenished upon landing.
-
- TC-C016
- ABD/GBD hitboxes are no longer transcendental.
- ABD/GBD looping hits BKB 0 -> 10
- Projectiles spawned with ABN/GBN now collide with terrain and are no longer transcendental.
- ABU/GBU
- Startup 18 -> 12
- Endlag 12 -> 16
- Penultimate hit BKB 60->20
- Last hit BKB 60 -> 40
- Last hit active frames [7-8] -> [9-10]
- GAU startup 8 -> 6
- GAU endlag 8 -> 6
- GAD endlag 8 -> 14
- Double jump vertical speed 1250 -> 1300
- Double jump horizontal speed 950 -> 625 (Looks like a nerf, but is actually a buff)
- Double jump horizontal speed curve adjusted so you get more speed faster.
- Double jump forward horizontal speed multipler 1 -> 0.675
-
- ROBOCAT
- AAD projectile hitbox duration 48 -> 38
- AANU BKB 70 -> 45
- AAU Semispike hitbox size [51,49]->[60,60]
- AAU Semispike hitbox duration 1 -> 2
Notable Bug Fixes
Files
AFPD_0_7_2_Windows.zip 173 MB
Aug 02, 2020
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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. 0.7.0Jul 06, 2020
- AFPD v. 0.6.1Jun 08, 2020
- AFPD v. 0.5.0May 07, 2020
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