1.2.0 Changelog
[Toon All Star Slam Changelog]
[1.2.0]
[The April Fools Update!]
New Content:
[~ 1 new fighter ~]
- [Luan Loud!] - The Loud House
"A tricky trapper troublemaker who always loves to pull a prank on whoever crosses her path! Set up traps to mess with your opponent, but be careful not to let your traps backfire!"
[~ New Features ~]
[Sandbag characters!]
"We've introduced 3 bonus "characters" whose sole purpose is to be a punching bag for you to use! Ever feel bored and need to relieve some stress, these guys are so pathetic they can't even attack!"
- [Meatwad] - Aqua Teen Hunger Force
- [Gary] - SpongeBob SquarePants
- [Lightning Mcqueen] - Cars
You may access them by selecting the extra characters button on the character select screen!
[~ 4 new stages ~]
- The Krusty Krab - SpongeBob SquarePants
- Pink Diamond's Garden - Steven Universe
- The Scare Floor - Monsters Inc.
- South Park Elementary - South Park
[~ Miscellaneous Additions ~]
- We've made massive additions all around to character animations to make them feel more expressive and alive! Now every character has animations for balancing on a ledge, being footstooled, getting hit by a very strong attack at high and low percents, tripping, and for being hit by an electric attack!
- On top of this, we've overhauled many of the hurt sprites throughout the game to make every hit you land [feel] like it hurt!
- Added a new alt track "Dexter Strikes Back" for The Shrink Ray by Arko!
- Added Eustace, Wubsy, Garfield, Kuzco, Fredfredburger, Molly Mcgee, Scratch,Felix the Cat, Hank Hill, Lucy, Monster, Larry, Tweek, Timmy, Jimmy, Wander, Bigweld, Mike Wazowski, and Sam & Max as cameos to Shattered Gateway!
- Added a Changelog button in the Extras menu.
"Hello! :D"
- Improved the Credits menu
- Added Cunamious to the credits
- Added a small tutorial for where to access controls and profile customization that can be found in the options menu!
- You can now toggle the main menu and character select theme to their pre-release iterations via the options menu!
- Slight visual improvements to the character select screen and stage select screen.
-The character select screen cursor loops around the screen faster
[~ Stage changes ~]
Shattered Gateway
- Updated background
Jellyfish Fields
- Overhauled background
Zim's House
- Overhauled background
The Shrink Ray
- Fixed collision issues
Steamboat Willie
- Fixed collision issues
- Made the background scroll
Doofenshmirtz Evil Inc.
- Updated artwork of the building to be more show accurate
- Updated collision to add slopes to accommodate for the new angled walls of the building
- Added the sun!
Hologate
- Fixed stage collision being visible
- Added to the random stage rotation
[~ Character Changes ~]
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[General Changes]
(+) Increased the speed of all stationary grabs in the game
(+) Buried opponents are no longer put into a techable state after being hit again with a bury hitbox, and are instead launched forward making repeat bury attempts impossible
(+) Footstooling a player deals 1%
"Finally, the change nobody asked for!"
(+) You can now grab by attacking while shielding
(-) Increased shield stun multiplier 0.9 - 1.1
(+) Increased minimum shield stun on hit 3 > 5
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[Dexter Changes]
(-) Fixed palette issues with neutral special and neutral air, along with
improving small errors with color mapping throughout his sprites!
Up Tilt:
(+) Added a supporting hitbox to the beginning of the animation.
(-) Attack Duration (25 Frames -> 28 Frames)
(-) Removed the last hitbox.
Neutral Air:
(-) Updated sprite
(+) This move has been reworked to have every hit connect into the final hit.
(-) Landing lag increased (13 > 17)
Forward Air:
(-) Landing lag increased (12 -> 7)
(-) Cooldown added (0 -> 40)
Down Special:
(-) Fixed ending animation not playing
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[SpongeBob Changes]
Forward Air:
(-) Sweetspot/Spike knockback decreased (6 -> 5)
(-) Sweetspot/spike scaling 1 > 0.8
(-) Reduced lifetime 4 > 2
(-) Reduced damage 10 > 8.5
- Added spike sour spot that appears after the initial hit that's weaker
"We found that not only was forward air just really good at killing over all, but that the sweetspot was increadibly easy to land and almost guaranteed a kill at almost any percent, so we've made adjustments to make it feel fairer overall"
Down Tilt:
(-) Reduced lifetime (6 > 4)
Back Air:
(-) Knockback scaling (1.2 > 0.8)
(-) Adjusted angle (20 > 40)
Up Air:
(-) Changed magnetbox to hitbox
(-) Hitstun is now based on your current combo.
0 Hit Combo = 32
1 Hit Combo = 32
2 Hit Combo = 30
3 Hit Combo = 27
4 Hit Combo = 24
5 Hit Combo = 20
6 Hit Combo = 18
"These changes were made to prevent insane potential juggling scenarios with very little chance to escape depending on who the opponent is."
Down Slam:
(-) Removed ledge hitbox
Neutral Special:
- Improved trail effect
- Decreased animation speed
(-) Damage decreased (7 -> 6)
(+) Now jablocks
Forward Special:
- Decreased animation speed
(+) Damage increased (4 -> 8)
(+) Knockback increased (4 -> 6)
(+) Knockback scaling increased (0.3 -> 0.5)
(+) Hitlag increased (1 -> 4)
(-) Lifetime decreased (300 -> 150)
(-) Cooldown increased (80 -> 150)
(-) No longer jablocks
"This move was reworked due to bugs being caused before by the low recharge, but also because the missile itself left very little impact on a match and did not reward smart play as much as we were hoping it would, so it has been buffed to hit harder, but also not be as spammable. We hope players will take advantage of it's power while also working around it's long cooldown"
Command Input Forward Special (Down to Right Quarter Circle)
- Decreased animation speed
- Gave it a unique animation along with a unique trail effect and sound effects!
(+) Damage increased (7 -> 9.5)
(+) Hitlag increased (4 -> 7)
(+) Knockback Scaling Increased (0.3 -> 0.7)
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[Grim Changes]
(+) Increased weight multiplier (1 -> 0.95)
Up Air:
(-) Increased endlag (11 -> 15)
(-) Added cooldown (0 -> 17)
(+) It now gives you a short upwards boost on use
"Grim's recovery was always meant to be a little underwhelming, but we found it was simply too bad compared to every other recovery, including Luan's, with the biggest issue being the horizontal movement, so we gave Up Air some tweaks to one, make it more balanced and less spammable, and 2, usable to give Grim good horizontal movement!"
Forward Air:
(+) Decreased endlag (24 -> 20)
Neutral Air:
(-) Increased landing lag (3 -> 5)
(+) Increased lifetime of hitbox
(-) Hitbox comes out earlier
Forward Slam:
(+) Reflector hurtbox appears sooner
(+) Increased reflector hurtbox lifetime (4 -> 10)
(+) Increased shield damage (12x -> 12x + 5)
"In this case, the X represents the multiplier applied to the Slam's damage based on how long you’ve charged. Anyway, we've made specific attacks from Grim deal heightened shield damage to make his attacks more threatening, even when being blocked"
Up Slam:
(=) Changed hitboxes 1-3 to magnets, with the final hit remaining a finisher
(+) Increased final hit base knockback (8 -> 10)
(+) Increased final hit knockback scaling (1.2 -> 1.3)
(+) Increased final hit hitstun (30 -> 35)
(-) Reduced Multihit chip damage (5x -> 1.5x)
(-) Reduced final hit damage (8x -> 7x)
Neutral Special:
(-) Reduced speed of the attack (0.5 -> 0.2)
(-) Decreased Billy shield damage (5 -> 3)
(+) Increased Mandy shield damage (10 -> 15)
(+) Mandy now jab locks
(-) Reduced Mandy knockback scaling (1 -> 0.8)
Side Special:
- Updated animation speed of scythe and disappear color
(-) Reduced hitstun (100 -> 20)
(-) Decreased Base Hitlag (1 -> 0.4)
(-) Increased cooldown (80 -> 250)
(-) Can no longer jablock
"Grim's various stage control tools were simply way too spammable and way too powerful, with Grim's meta relying mostly on abusing scythe and Billy, so the scythe needed to be toned down drastically, and adjustments needed to be made to both Billy and Mandy to balance out their usefulness"
Up Special:
(+) Fixed bug involving canceling the move at a specific height causing Grim to
float away.
------------------------------------------------------------------------------
[Mickey Changes]
Added special hit effects for all his paint and thinner attacks!
Down Tilt:
(-) Hitlag decreased (6 -> 3.5)
Strong Down Tilt (Held button):
(-) Hitlag decreased (8 -> 5)
Neutral Air:
(-) Increased whiff landing lag (12 -> 14)
(-) Increased on hit landing lag (5 -> 7)
Forward Air:
(-) Increased whiff landing lag (8 -> 15)
(-) Increased hit landing lag (8 -> 10)
(-) Base knockback (4 -> 5)
(-) Sweetspot Scaling (1 > 0.7)
(-) Sourspot Scaling (0.9 > 0.6)
"The move literally was Mickey, we took heavy focus on nerfing this attack so Mickey has to do other things during battle and mix up his strategy to succeed"
Down Air:
(-) Decreased base knockback (5 -> 4)
(-) Decreased knockback growth (0.7 -> 0.6)
(-) Decreased hitlag (6 -> 3)
Back Air:
(-) Decreased sweetspot damage (13 -> 10)
(-) Decreased base knockback (8 -> 6)
(-) Decreased hitlag on both hits (9 -> 7.5)
Thinner Side Special:
(-) Decreased Base Hitlag (1 -> 0.5)
(-) Reduced hitstun (100 -> 20)
(-) Increased cooldown (35 -> 70)
Thinner Down Special:
(+) Greatly increased speed of activation and throwing
(-) Removed slow falling speed
(+) You can now control your aerial movement as you fall, including fastfalling.
(=) You only throw the contents of your bucket after you've held the button for 20 frames, otherwise you cancel the move upon letting go of the button!
"The bucket suffered greatly from slow speed and low flexibility, hopefully with these fixes the bucket will feel like a genuinely useful tool to his kit"
Taunt 2:
(+) Greatly increased knockback of Keyblade easter egg.
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Files
Get Toon All Star Slam
Toon All Star Slam
A fanmade cartoon crossover fighting game starring all your favorite childhood icons!
Status | In development |
Authors | Calcobeater, landas1, Circuit-25, Lood-Man |
Genre | Fighting, Platformer |
Tags | 2D, Animation, Cartoon, Fangame, Multiplayer, Pixel Art, Singleplayer |
Languages | English |
Accessibility | Configurable controls |
More posts
- Update 1.2.1 changelogApr 19, 2023
- TASS 1.1.0 UpdateFeb 04, 2023
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