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For those of you wondering, the creator hasn’t updated his website or been activate around deviantart and FA since 2019. He is active around his Twitter, but he seems to have completely stopped mentioning AKB and AKB: Southpaw (another project of his). So yes, this has been abandoned along with Southpaw, and there will never be a release date, unfortunately. I really enjoyed this Demo and definitely would purchase the full thing if it ever came out, really sad to see a good project go to waste.

Is it safe to to assume this project is probably discontinued?

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Yup

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Liking the new demo but I feel the fight against Grand Ivory needs some work. There's times he's dealing damage with no (or a single frame) animation and others when I get back up he's getting a shot I don't have time to react as the ref gives the notice to resume the match. With him being the second match, he should be teaching players to read signals but not demolish him for misreads this early in the game, just a heavy penality.

Thanks for the input! I was worried Ivory may be a bit too hard for a second fight. He was originally intended to be the third fight, and as the creator it's hard for me to determine how hard a fight is from one or another since I know exactly how to time and beat all of them.

I think I'll be increasing the window in which he prepares a punch. He only has 3 punches, but their tell requires you to pay close attention, and admittedly most new players may need more time to process which punch he's throwing. As for the single frame hits, that's quite odd to hear. It's impossible for any opponent to do that. You may mean how his animation cuts off if he hits you right as the mid-punch animation plays, which is when the hit detection checks your input. In the case of Kid Clyde I did rework this by having one frame of the mid-punch animation be in the pre-punch animation, but in the end of the day it's all the same 3 frames when a hit will be detected.

If you're referring to when you're out of stamina, all opponent attacks are thrown faster, but this seems like a general issue that you're talking about. Giving more  time to read what he's going to do should hopefully make his fight much easier, as when you figure out how to beat him, much like the other opponents, he can be beaten pretty quickly.

I can see the elements of Ivory being the third fight in his between round conversations about beating Ducade.  One small non-game thing I noticed was Kidd Clyde has more KOs than wins & that would be impossible in boxing. His amount of KOs should be no more than his number of wins.

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Sweet demo, can't wait for the full release and get KOed there. :)

Just out of curiosity but will the final version of the game have multiple pictures of your character with various forms of damage in between rounds so give a visual indication of how close you are to a KO much like in the original Punch Out?

Yes, but much like in the original Punchout games it will be very tame.

Yeah, wasn't expecting Mortal Kombat level of violence. This is cartoon slapstick.

Why is the attack button bound to shift? Sticky keys are kinda a thing.

Oh, I kinda hadn't considered that since I always disable it immediately, good point. I should remap that. The controls were kind of a placeholder (Clickteam Fusion Default) until I could get the controller support down, but regardless I'll probably have to change it, likely to Z and X.