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PUNCH PLANET - VERSION 0.5.2

Version 0.1.8.9 is now live

- Easiest way to trigger the patch is to go to properties -> local files -> verify integrity of game files
- Can also restart steam
- You will not be able to play with players on different versions (their lobbies will not show up)

Changelog can be found here
 
I saw on the website, still, nice. It's good to hear you're adding backend for these new characters.

I won't go into any really crazy speculation, but I do like that Maxx is a bit of a Roy/TYara hybrid at least in looks. I hope he has some decent armored moves and specials, something like Q's rush punch specifically.

And for G-Agent well, he looks fast and i'm guessing he'll have some impressive gadgets, explosives and stuff hidden in that suit similar to Iron Man. I also see that the same compartments on his forearms are also on his ankles, so either he likes to kick projectiles out or he's a frequent flier similar to some other MvC classic characters.
Oh, and that bulge and mullet kind of put the rest of the current cast to shame, so I hope there are some balance adjustments as far as attractiveness goes.
 
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@everyone
Version 0.1.8.15 is now live
 
Every time I read

Updated animation.

I got a little more erect. Yes I know TMI but more of that please.

Got a clip showcasing some of these updates for moi?
 
Updated models? Care to show what changed and why? I'm also wondering if the animation updates are simple (but nonetheless important!) quality passes or indicative of a change in design philosophy.

I'm not trying to scrutinize, it's just been awhile since you gave us a nice big text dump on what's been going on with this project.
 
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Dog changed a bit, mostly to make him look better and make him align more with his hitbox. It's mostly improving looks, though some were changed I think like Roy jumping j.hk and s.lk to show new hitboxes. Unless it says hitbox or whatever changed along with an animation change, then it's probably just making it look better. The devs stream sometimes, mostly Lee working on updating animations and making the G Agent model animations etc... Will sometimes streams implementing G agent's attacks.
 
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Updated models? Care to show what changed and why? I'm also wondering if the animation updates are simple (but nonetheless important!) quality passes or indicative of a change in design philosophy.

Yeah Roy's model got updated with a new gun and some work to bring his animation rig up to the same functionality that the other characters have. Dog was similar, got some new facial / paw improvements and more control on his hair for animating.

Mostly been working on G-Agent implementation, like TriBlue said we've been streaming his development quite a bit. He should be playable soon but he still needs a bunch of things.
 
I really can't overstate how much I like the new smear tech/effects on Maxx's attacks. I really hope the rest of the cast is getting them too because it gives his punches so much more feeling and weight and makes most of the animations look and feel a zillion times better in general. I'd look so awesome on Cid's blade and TYara's arsenal. Truly, the animation quality in this game is starting to stand out from all of the other random indie 3D fighters I've seen over the years. Agent-G already has some good squash-and-stretch going on but Maxx takes it a step further adding real depth to his back-to-front hooks and jumping overhead smash (although the Moon energy stuff is already doing some of the smear thing for him). I can tell you guys have been studying Guilty Gear Xrd's 3D animation techniques very carefully (and probably others like Skullgirls, too). You guys are observing the twelve principles and are noticeably improving with each character, it just fills me with joy and pride.
 
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I really can't overstate how much I like the new smear tech/effects on Maxx's attacks. I really hope the rest of the cast is getting them too

Yep by no means are the old characters complete in any way, and that is definitely part of the plan to improve them!

Truly, the animation quality in this game is starting to stand out from all of the other random indie 3D fighters I've seen over the years. Agent-G already has some good squash-and-stretch going on but Maxx takes it a step further adding real depth to his back-to-front hooks and jumping overhead smash (although the Moon energy stuff is already doing some of the smear thing for him). I can tell you guys have been studying Guilty Gear Xrd's 3D animation techniques very carefully (and probably others like Skullgirls, too). You guys are observing the twelve principles and are noticeably improving with each character, it just fills me with joy and pride.

Hey thanks for the kind words. There's always room to improve and I'm happy that our gains are noticeable. I think one of the most alluring / satisfying things about working on FGs is that you can really view improving the game the same was as improving as a player, in that there's always ways that you can better your skills and that you're never really satisfied with where you're at.
 
Hey all, this weekend we released Version 0.5.1. There is now CPU versus, more training mode features, lots of gameplay adjustments, and more performance improvements. Read about the full update on our steam announcement

 
Just put out Version 0.5.2 here's some new gameplay footage