FrightShow Fighter

FrightShow Fighter First Update!

Version
First Update!
Version Date
Dec. 3, 2016
Links

Patch Notes

First Update!

We've been kind of quiet since we released a few weeks ago, but we've been collecting feedback, fixing bugs, and balancing gameplay. There's a new update available now, and a few of the major things we've fixed are:

  • Fixed some major problems with key binding.
  • Fixed some hit collision problems, especially with low attacks and jump attacks.
  • A ton of gameplay and balance tweaks (improving projectiles, reworking stuns, balancing some attacks, speeding up some things, etc.).


I'll provide a more detailed list at the end of this update. In the meantime, I also wanted to share our overall plan for the future of this game.

Short Term



We've got a pretty decent list of minor fixes and features we want to add, so we're prioritizing and looking into implementing the ones that would have the most impact. Two things I'll be working on next are adding a training mode and making an updated demo version available so people can try this out more easily.

Long Term



We are planning to have our first major update (unlike these small tweak/fix updates) be to finish porting a Mac and Linux version up here on Steam, along with an iOS version.

After that, we are aiming to have remote multiplayer available, with online matchmaking and such. We'll post more about these projects as they become closer to launch.

Depending on how things go, there are some miscellaneous interim things I'd like to get to, such as adding more attacks and combos, streamlining some of the animations, and maybe even adding more characters.

Change list


  • Fixed problems with resetting singleplayer game (sometimes wouldn't fully reset state, or would leave graphical artifacts)
  • Fixed damage color bug that could lead to color artifacts.
  • Slower intro sequences and faster ending sequences, to normalize the amount of time each has.
  • Changed when character intros played to be more intuitive.
  • Dr. Igg's horn sparkle attack now is more useful.
  • Fixed up some knockdown logic to make it less overpowering.
  • Changed default button on powerup screen to streamline jumping into match more quickly.
  • Added projectile stun, knockback, and knockdown for some projectiles.
  • Changed damage stun to have two modes: full stun and disabled attacks. Full stun is shorter but fully blocks input, while the attack stun just prohibits counterattack but allows movement.
  • Fixed collision calculation for lower attacks to use origin of ray collision check.
  • Fixed jump collision check to be more accurate (jump kicks over opponent nearly always hit, even when they should not have).
  • Fixed control binding (if you bind a key that was bound to an opponent, the opponent's key is unbound, along with other fixes).
  • Allowing unbinding of controls by hitting Escape while binding a key.
  • Xonolox's teleport now is more useful (allows movement during mid phase, disables character collision during phase out, disables animation interruptions).
  • Reduced some projectile effectiveness to make non-powermove specials less overpowered (like grembot's radio).
  • Poses now snap out of pose when you're no longer pressing pose button.
  • Turned up sensitivity of gamepad axis movement detection to hopefelly fix some problems some people were having with gamepads (but if you still have problems please let us know your gamepad model!)
  • Fixed some menu overdrawing that was causing frame rate stutter in menus.
  • Probably more, because I'm bad at documenting everything.