PUNCH PLANET - EARLY ACCESS RELEASE

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  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Matches from our stream yesterday
  • FatalSeabassFatalSeabass Seabass is lethal! Joined: Posts: 1,128
    I need this game in my life.
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    edited July 23
  • CronopioCronopio ST Joined: Posts: 2,149
    Game looks fun but so far all characters seem to be rushdown oriented with lotd of mixups. Will there be a defensive character/zoner?
  • driftlogicdriftlogic Joined: Posts: 650
    Wow...haven't checked in on this game in a bit, but...wow...it looks even more fucking amazing than when I last saw it! Can't wait to play this, keep up the great work guys!
    "Fucking dumb lying bastards with small dicks on XBL is what ruins multi-player at times."
    Machineking1313
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Cronopio wrote: »
    Game looks fun but so far all characters seem to be rushdown oriented with lotd of mixups. Will there be a defensive character/zoner?

    Cid can probably be played the most patiently and defensively if she wants to, also Roy can play a pretty good keep away game.
    driftlogic wrote: »
    Wow...haven't checked in on this game in a bit, but...wow...it looks even more fucking amazing than when I last saw it! Can't wait to play this, keep up the great work guys!

    Hey thanks for checking it out again! Not much longer till people will be able to play it.
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Some new match footage and highlights:

  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    edited August 20
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    VOD from our match stream earlier
  • FatalSeabassFatalSeabass Seabass is lethal! Joined: Posts: 1,128
    Was that coming to Steam early access always at the end there? :O
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Was that coming to Steam early access always at the end there? :O

    Been there for the last few vids ;)
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,442 ✭✭✭✭✭ OG

    Guys, will this be on PS4/X1? Maybe on a not so distant future?
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Guys, will this be on PS4/X1? Maybe on a not so distant future?

    Would love to eventually, but we are currently only focused on the PC release. Once the game is in a more complete state (all characters, features fully implemented, etc) we will see if a console release is in the cards.
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Haven't been showing much lately, mostly been working on netcode (it's functional!) ux and optimizations.

    Here's a quick Dog combo
  • guyvin_juyvin_83guyvin_juyvin_83 Veni Vidi Vici Joined: Posts: 77
    This looks awesome. You only ever see platform games with these graphics. Cool in a fighting game though! Would love to see a console release eventually. Is it more difficult to say get it released on ps4/xb1 as opposed to steam?
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    HQ version of that last vid
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Some new match footage
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Tune into the MIX Indie Exchange segment at TwitchCon, we'll have our audio engineer there showing and talking about the game.
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Our store page is now live, early access release soon!
    Punch Planet - Steam
  • phoenixnlphoenixnl Joined: Posts: 643
    Our store page is now live, early access release soon!
    Punch Planet - Steam

    Awesome! Looking forward to trying it out.
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Happy to announce that we will be releasing into Early Access on November 8th!

  • Evolution169Evolution169 Wake up DP is unbeatable Joined: Posts: 1,082
    $20 is the reduced price? Seems like that would be the regular price.
  • X_SwordX_Sword -+FGs, Art, and Beats+- Joined: Posts: 1,780
    Bought this game in a heartbeat! Fun so far!!!
    --TurntheHeadphonesUp--
    Steam:X_Sword
    swxrdz.deviantart.com
  • truendymiontruendymion Beer Me! Joined: Posts: 2,254
    Ah shit I just bought it! I won't be able to put any time in till tomorrow!
    I'm making a fighting game!
    SRK thread - Discord server.
  • unquestionedunquestioned Joined: Posts: 8
    edited November 9
    Steam page says partial controller support. Is the Dualshock 4 supported?
  • angelpalmangelpalm Stop enjoying things Joined: Posts: 24,349 ✭✭✭✭✭ OG
    From what I am seeing the other characters designs besides the Snu Snu chick don't really stand out enough bro.

    Their actual animations also don't really seem dynamic enough. You do have the talent and drive that is for sure. Might want to take some more inspiration from the likes of old school Darkstalkers in the animation department.
    Mains:
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  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    edited November 10
    angelpalm wrote: »
    From what I am seeing the other characters designs besides the Snu Snu chick don't really stand out enough bro.

    Their actual animations also don't really seem dynamic enough. You do have the talent and drive that is for sure. Might want to take some more inspiration from the likes of old school Darkstalkers in the animation department.

    It's all good we will always be improving
    Steam page says partial controller support. Is the Dualshock 4 supported?

    Yeah i should change that, game should support most controllers. definitely works with DS4

  • truendymiontruendymion Beer Me! Joined: Posts: 2,254
    I gave you guys a shoutout on WNF :P https://clips.twitch.tv/CogentDeliciousDiamondNinjaGrumpy
    I'm making a fighting game!
    SRK thread - Discord server.
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345

    hey thanks!
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    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
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Version 0.1.8.10 is now live
    Changelog can be found here
  • phoenixnlphoenixnl Joined: Posts: 643
    Got to try it out for a couple of hours last night. I love the look and vibe! I like how the movesets are fairly limited; and not having something that is even remotely like a Shoto in the first four characters is refreshing. Also, Cid just looks so badass, I love her.

    I had some frustrations with the input system however.

    It was surprisingly common that a dp input would register as a 2xqcf input. That is undoubtedly bad input on my part, but it seems to happen more often than it does in other fighting games.

    Also cancelling into a special of jabs seems to require a timing which seems 'off' somehow. I don't think it is because the hitstop is too short, I'm used to comboing off lights with 7 frames hitstop in KOF2002 and that doesn't give me any trouble. Punch Planet doesn't have the Street Fighter 4 restraint that you cannot cancel lights into specials if you don't link them, does it?

    Finally: When I would try to cancel a heavy normal into a special (and maybe specifically with EX specials?) I'd surprisingly often get the double tap cancel rather than a cancel to a special. I'm not sure what was causing it, but it was frustrating.

    In general, I'm not sure if the 'Roman cancel through double tap' is a very pleasant system. I'm sure I'm not the only person who basically double taps anything he inputs, and for this game that just means a lot of unintended Roman cancels. Of course learning new habits will help me or anyone else get around that, but it lead to a lot of initial frustration. I'd like it better to have a specific input for the Roman cancel instead (e.g. 3 punches) so you don't get it accidentally as easily. Seems to me that you did not take that approach on purpose, but I would love to heard the rationale behind it!
  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    phoenixnl wrote: »
    It was surprisingly common that a dp input would register as a 2xqcf input. That is undoubtedly bad input on my part, but it seems to happen more often than it does in other fighting games.

    Finding the perfect balance between ease-of-use and not coming out on accident is something I am still working on. The most recent patch (0.1.8.10) has a change to QCFx2 / QCBx2 inputs to try and help with this but it's not there yet.
    phoenixnl wrote: »
    Also cancelling into a special of jabs seems to require a timing which seems 'off' somehow. I don't think it is because the hitstop is too short, I'm used to comboing off lights with 7 frames hitstop in KOF2002 and that doesn't give me any trouble. Punch Planet doesn't have the Street Fighter 4 restraint that you cannot cancel lights into specials if you don't link them, does it?

    Nah you can cancel chained lights in PP. I think the reason for this is mainly because there is no post-hitstop cancelling in the game. Right now if you don't input a cancel before the hit stop ends, you won't get a cancel, where as other games you can some times cancel after the freeze and into the later active frames. Not sure if I will change it, might try it out and see how I like it.
    phoenixnl wrote: »
    Finally: When I would try to cancel a heavy normal into a special (and maybe specifically with EX specials?) I'd surprisingly often get the double tap cancel rather than a cancel to a special. I'm not sure what was causing it, but it was frustrating.

    Yeah there is definitely some overlap when trying to cancel into a special with the same button that you're cancelling from. The best way to avoid it is to do your special cancel earlier than the hit. There is much more leniency for special cancels than there is for DTC before the hit happens.
    phoenixnl wrote: »
    In general, I'm not sure if the 'Roman cancel through double tap' is a very pleasant system. I'm sure I'm not the only person who basically double taps anything he inputs, and for this game that just means a lot of unintended Roman cancels. Of course learning new habits will help me or anyone else get around that, but it lead to a lot of initial frustration. I'd like it better to have a specific input for the Roman cancel instead (e.g. 3 punches) so you don't get it accidentally as easily. Seems to me that you did not take that approach on purpose, but I would love to heard the rationale behind it!

    The input for DTC is pretty much here to stay. We have the tech to switch it to MP + MK but every time I have tested that I have pretty much immediately disliked it because of how much more work your brain has to do compared to just double tapping. Main reasoning behind using it in the first place was that I wanted a roman cancel system that was easier than a separate button. Something I noticed about SFIV is that if two people that don't know how to play are playing the game, you almost never see an FADC even used, much less used effectively (getting a combo or making something safe). For DTC, if players are mashing they can atleast get cool blue stuff to come out and sometimes get weird combos, which to me is a big plus for casual players trying the game out. As far as knowing-what-youre-doing play, you really shouldn't have to double tap inputs in this game, there is so much leniency for normals that timing things should be on the easier side.

    All that said, I don't think the system is perfect and without it's draw backs, but we will always be trying to improve.
  • NeclordNeclord Joined: Posts: 4,187
    I am really enjoying this game so far. Tyara is a blast to play.
  • truendymiontruendymion Beer Me! Joined: Posts: 2,254
    phoenixnl wrote: »
    In general, I'm not sure if the 'Roman cancel through double tap' is a very pleasant system. I'm sure I'm not the only person who basically double taps anything he inputs, and for this game that just means a lot of unintended Roman cancels. Of course learning new habits will help me or anyone else get around that, but it lead to a lot of initial frustration. I'd like it better to have a specific input for the Roman cancel instead (e.g. 3 punches) so you don't get it accidentally as easily. Seems to me that you did not take that approach on purpose, but I would love to heard the rationale behind it!

    The input for DTC is pretty much here to stay. We have the tech to switch it to MP + MK but every time I have tested that I have pretty much immediately disliked it because of how much more work your brain has to do compared to just double tapping. Main reasoning behind using it in the first place was that I wanted a roman cancel system that was easier than a separate button. Something I noticed about SFIV is that if two people that don't know how to play are playing the game, you almost never see an FADC even used, much less used effectively (getting a combo or making something safe). For DTC, if players are mashing they can atleast get cool blue stuff to come out and sometimes get weird combos, which to me is a big plus for casual players trying the game out. As far as knowing-what-youre-doing play, you really shouldn't have to double tap inputs in this game, there is so much leniency for normals that timing things should be on the easier side.

    All that said, I don't think the system is perfect and without it's draw backs, but we will always be trying to improve.

    I have to say I'm in a similar boat. I'm not sure if I'll ever be able to undo my 'double-tap everything' muscle memory lol. Personally, my favorite implementation of the Roman Cancel is in Rising Thunder. You simply input a dash or jump during an attack. It's simple+elegant, and I never got a dash cancel by accident. I did occasionally get an accidental jump cancel when my inputs were sloppy...
    I'm making a fighting game!
    SRK thread - Discord server.
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