Slap City goes 1.1!

Slap City

Slap City is a Seriously Fun platform fighter with a perfect mix of characters from the Ludosity universe. Play Locally or Online. Slap it hard in Ranked or fast and loose in Slap Ball game mode. We are the original inventors of Clutch Technology.

[h2]Slap City 1.1[/h2] 23 September 2022 The day has come! Slap City has hit the Nintendo Switch eShop, featuring online crossplay with Steam. Two new characters - Cruiser Tetron and Orka - have also been added! Steam owners have received 1.1 as a free update as usual. This update also comes with two new stages, and a hefty community balance patch for the existing characters and stages. Please see the details further below. [previewyoutube=_Vt1FdqhjKA;full][/previewyoutube] [h3]Changelog[/h3] General +Performance optimizations for stages, materials, shaders, particle effects, Story mode platform stages, menues, etc. +New replay format; stage, characters, online names and game length are now displayed in replay menu +Online crossplay; during crossplay, a small warning triangle may appear, indicating that a saved replay may become invalid once played back +Tweaked techroll animations to be faster at the start and slower at the end, thus increasing the percentage of the ground distance covered while invincible to 90% for all characters, from the previous percentage of around 65%-80% depending on the character +Tweaked ledgeroll animations to be faster at the start and slower at the end, thus increasing the percentage of the ground distance covered while invincible to at least 80% for all characters, from the previous percentage of around 47%-81% depending on the character +Rolls, Techrolls, Getuprolls, and Edgerolls now have movement stretching (high-speed mesh smearing) turned off =Parry poses have returned; characters use a different animation frame during the Parry state while the shield becomes invisible +Fixed not being able to Taunt out of parries +Explained even more obscure mechanics in the Advanced How to Play section (Shieldstun lowering below half shield health, Knockback Gain increase over 400, Hitstop and Selfstop increase over 300 knockback) +Updated a bunch of How to Play pages +The "dizzy stars" that appear over characters' heads after a shieldbreak are now customized to suit each character and outfit, and sometimes color +Shields now change to a cracked texture below 50% shield health, since that's the point where you start taking less shieldstun (Shieldstun scales linearly from 100% to 50% as your shield health goes from 50% to 0%) +Made the very first obstacle in Goddess of Explosion's OOoO stage easier for some reason +Fixed the "FFWD" text being placed slightly off-screen during replays Stages +Added Psycard stage +Added War Factory stage Fluffy Fields: +Increased stage width from 24 to 26 while keeping the underside of the stage similar +Increased width of all platforms from 5.2/5.3 to 6.4 +Raised lower platforms from 3.97 to 4.2 +Raised upper platform from 7.454 to 8.2 +Raised upper blastzone from 23 to 24 Space Nörd Sanctuary: +Decreased stage width from 26 to 24 +Decreased lower platform width from 7.2 to 7 +Decreased lower platforms height from 4 to 3.9 +Decreased top platforms width from 4.1 to 4 +Decreased top platforms height from 8 to 7.8 +Lowered bottom blastzone from -20.25 to -21 +Visually thinned the platforms so they obscure less of tall characters standing beneath them Meadowvalley: +Reduced the incline of the slopes +Increased width of the stage from 24 to 26 +Increased distance to the side blastzones by 3 Mecha Santa's Fortress: +Widened the stage, lowered the platforms and moved them further away from the stage Space Planet Earth: +Increased length of the stage from 26 to 28 +Lowered the incline of the slopes a bit Hurtland: +Lowered the tree platform height by 0.6 Ittle Dew +Techrolls go slightly farther to match other characters (approximate distance changed from 6.47 to 7.00). +Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.47 to 6.00). -Increased uncancelled Jab2 end lag from 20 to 28 frames -Changed Up strong knockback gain from 2.7 to 2.6 -Changed Neutral air last hit shieldstun from 1.0 to 0.6 (-4 frames) -Changed Back air DI from 0.35 to 0.6 =Changed Up air knockback gain from 3.0 to 3.5 Masked Ruby +Techrolls go slightly farther to match other characters (approximate distance changed from 6.38 to 7.06). +Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.25 to 6.00). +Ledgeroll now travels much farther =Added a seventh and eighth color to the Rubibi outfit +Changed shield size from 0.9 to 1.0 to match Ittle Dew, Jenny Fox, Princess Remedy and Frallan -Attacks can no longer be special canceled if they hit an invincible opponent -Changed non-tipper Forward air shieldstun from 1.0 to 0.5 (-5 frames) -Changed non-tipper Back air shieldstun from 1.0 to 0.5 (-5 frames) -Changed non-tipper Up air shieldstun from 1.0 to 0.6 (-4 frames) -Changed Down air landing lag after the hitbox comes out from 6 to 9 frames +Down air can now be special canceled on any hit instead of only the last =Added a sound and more particles to Air strong final hit when it connects, unless it hit a blocking or invincible opponent Jenny Fox -Forward air now reaches a shorter distance behind Jenny on the first active frame =Added a fire effect to fully charged Forward air -Changed Neutral special shieldstun from 1.0 to 0.7 (-3 frames) -Changed Forward throw knockback angle from 35 to 40 -Changed Forward strong knockback angle from 25 to 40 Ultra Fishbunjin 3000 +Reduced length of getuproll so it's the same as a dodgeroll, which matches how the other characters work +Fishbunjin now tucks his arms in closer to his body during the ledgeroll, dodgeroll, techroll, and getup left/right animations, and he also squishes less horizontally +Hold Taunt while walking slowly to Menace (uses the same effect as walking slowly during Ruination Impulse Mode in Fishbunjin's Story Mode) -Changed Up tilt DI from 1.0 to 1.1 -Up tilt now reaches a shorter distance behind Fishbunjin +Down strong hitboxes are no longer set to interacting, so they no longer clank with other attacks +Changed Up special weak hit hitstun from 0.8 to 0.9 =Neutral special now correctly changes to its grounded animation if Fishbunjin lands on the ground during the move +Grab hitbox now reaches farther back inside Fishbunjin's body Princess Remedy =Added a sound and visual effect to show when Forward strong charges enough to shoot 2x and 3x syringes, which is when the charge is over 1/3 and 2/3 respectively =When there is more than one Remedy in a match, the Down special mine now has a different shape based on controller port, making it easier to tell your mines apart =Down strong no longer erroneously makes Remedy keep the temporarily increased gravity once the last shot has been fired -Changed Neutral air last hit shieldstun from 1.0 to 0.4 (-6 frames) -Changed Forward air damage from 10 to 8 =Changed Forward air knockback gain from 2.1 to 2.4 -Changed Forward air shieldstun from 1.0 to 0.7 (-5 frames) =Changed Forward air hitstop from 1 to 1.2 =Changed Forward air selfstop from 1 to 1.2 -Changed Up air shieldstun from 1.0 to 0.5 (-5 frames) -Changed Down air shieldstun from 1.0 to 0.3 (-8 frames) -Changed Down air heel hitbox size from 1.0 to 0.7, and moved up the hitbox and special effect to the actual heel -Changed Down special mine explosion base knockback from 100 to 90 Business Casual Man =Crouch Taunt now correctly angles BCMan on slopes -Down special no longer earns money from the ejected shells of Asha's Up strong and Frallan's Down strong, but it does earn money from Asha's Taunt Down strong =Neutral air now uses a single hitbox instead of eight, but this does not affect the effective size of the attack +Taunting with negative money now resets your money to zero with a special 30 frame animation (The only way to obtain negative money in the first place is to use Down special while someone uses a healing move on you) -Changed money gained from hitting shields from 50% to 0% =Added screen shaking when Down strong hits an opponent -Changed Neutral special cancel "Fire Sale" hitstun from 1.4 to 1.2 -Aerial Forward special now only stalls in the air once until BCMan lands on the ground again -Aerial Forward special can no longer grab a blocking opponent, but Grounded Forward special can (and produces a visual effect to communicate the difference) +Holding Clutch during Up special now allows you to more precisely alter BCMan's trajectory before launch, but will take some practice with digital controls Goddess of Explosions +Canceling Forward special by holding the Taunt or Attack button now immediately lets Goddess perform any attack or movement, instead of having to wait for the animation to finish. As usual you cannot cancel the Forward special animation if you already have a ball in play. +Changed shield size from 1.2 to 1.1 to match BCMan and Asha -Changed Down special explosion hitbox size from 2.5 to 2.15 and altered the visual effect to compensate -Changed Forward throw DI from 0.3 to 0.5 +Grab hitbox now reaches farther back inside Goddess' body Asha +The teleport charge bar in the HUD is now white while charging and grey while not charging, and is also larger vertically +Fixed Asha's 7th color having messed up materials +Asha now tucks his front foot in closer to his body during the dodgeroll, techroll, and getup left/right animations -Changed teleport recharge speed while standing on the ground from 0.25 (4 seconds for one teleport charge) to 0.2 (5 seconds for one teleport charge) =Teleport recharge speed during endlag from a move that hits an opponent remains at 0.75 -Changed teleport recharge speed while grabbed by an opponent from 0.25 to 0 -Fixed a mistake that made Asha gain teleport charge by hitting an opponent who is blocking or invincible -Fixed a bug that made Asha gain teleport charge indefinitely after trading an attack with an opponent -Changed height of the lowest hitbox on the Down special mine upwards from 0.5 to 1.3, and the middle hitbox from 1.5 to 1.9, so it doesn't hit opponents holding the ledge -Changed Forward air weak hit damage from 9 to 6 -Changed Forward air weak hit hitstun from 0.5 to 0.7 -Changed Forward air weak hit knockback gain from 2.2 to 2.4 -Changed Forward air weak hit base knockback from 80 to 130 -Changed Forward air weak hit hitstop from 1 to 1.2 -Changed Forward air weak hit selfstop from 1 to 1.2 -Changed Back air DI from 0.3 to 0.55 Frallan +Techrolls go slightly farther to match other characters (approximate distance changed from 6.86 to 7.02) +Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.88 to 6.04). -Increased Edgeroll total length by one frame to make it consistent with the other characters +Added a seventh and eighth color to the default outfit based on her alternate color in Wonder Wickets by Rightstick Studios +Added a new Bees skin with seven colors +Changed wavedash/waveland floorbrake (ground friction) from 45 to 30 +Jab and Jab follow-up can now be canceled to Down special on hit; previously this was only possible from a Tilt attack +Jab now cancels into Jab2 1 frame earlier +Reduced startup of Jab2 by 1 frame +Increased Jab2 active frames by 1 +Jab2 now takes a slightly longer step forward at the start of the animation, and has a slightly longer reach +Changed Jab2 knockback angle from 330 to 0 (Makes the opponent go very slightly farther, so there's less of a chance to end up on the other side of them) +Changed Forward tilt hitstun from 0.85 to 0.95 +Reduced Forward tilt endlag by 2 frames +Changed Down tilt hitstun from 0.9 to 1.0 +Reduced Down tilt startup by 2 frames +Increased vertical reach of Up strong (changed Y offset of the main blast from 3.0 to 3.5 and added a hitbox to the right hand) +Changed Neutral air selfstop from 0.8 to 0.7 +Reduced Neutral air follow-up startup by 2 frames +Changed Neutral air follow-up selfstop from 2.0 to 1.5 -Increased Forward air startup by 4 frames +Forward air now leads into the Forward air follow-up 2 frames earlier, relative to when Forward air's hitbox comes out -Changed Forward air knockback gain from 1.8 to 2.0 -Changed Forward air DI from 0.5 to 0.7 -Changed Forward air hitstun from 1.0 to 0.8 -Changed Back air shield stun from 1.0 to 0.5 +Changed Up air knockback angle from 120 to 60 +Changed Up air DI from 0.8 to 1.0 +Changed Up air damage from 5 to 7 +Changed Up air knockback gain from 3.0 to 2.7 +Increased Up air endlag by 5 frames =Changed Up air shieldstun from 1.0 to 0.9 (still 12 frames) +Changed Up air knockback angle from 120 to 60 +Changed Up air DI from 0.8 to 1.0 -Moved Down air's uppermost hitbox down from the neck to the chest -Changed Down air weak hit against aerial opponents knockback gain from 1.75 to 1.45 +Changed size of Forward special hitbox from 0.5 to 0.7 and added an identical hitbox on the right elbow +Aerial Forward special is now canceled when hitting the ground and has 4 frames of landing lag +Changed Grounded Down special total length from 20 to 17 frames +Changed Aerial Down special total length from 15 to 12 frames +Changed Forward throw knockback angle from 60 to 40 +Changed Back throw knockback angle from 120 to 115 +Changed Up throw hitstun from 0.9 to 0.95 =Changed Down throw hitstun from 0.9 to 0.8 =Changed Down throw total frames from 55 to 47 =Changed Down throw DI from 0.2 to 0.0 Orka +The first character capable of building indefinite horizontal speed without moving stage geometry or conveyor belts Cruiser Tetron +Big boy +Large man +Hecking stonker Known bugs -When mashing through the various dialogues in K.L.O.N.K., some text appears twice. This can cause a softlock because the dialogue can no longer be advanced -Sometimes when a character collides with the stage, they enter Tumble without any hitstun allowing them to act instantly -Edge cancels do not work correctly if you land exactly on an edge and leave it on the next frame; the character gets stuck in landing lag while falling through the air instead of cancelling to Neutral/Fall. You basically get a "fake edge cancel" -CPU's don't SDI moves with 0 hitlag -Grabbing out of shield while being shieldpushed off a ledge lets you grab in mid-air while falling from the ledge -Selecting Air Strong as the function of the Grab button in the air causes the character to perform an Fstrong when they land, regardless of how long the Air Strong attack has been going -When opponent blocks your attack, your Selfstop increases with their damage but their Hitstop (Blockstop) remains the same. This only applies when a move deals 300 or more knockback -In the Options menu, changing the setting of an option with Left/Right or the Left stick and then pressing Start/Enter does not save the options -In the Options menu, changing the setting of an option with Left/Right or the Left stick does not produce a sound -Switch version: In Story mode, sometimes when you kill an enemy, leave the room and return, they will appear and explode on their spawn point -Switch version: The Whiteboard stage slows down a bit when certain shapes enter the view -Switch version: After fighting in a regular VS match, going into the replay menu, and then going back to the VS character select screen, the characters' names are blank until you change character or outfit -Switch version: Story mode stages may fail to start after prolonged play, causing a softlocked loading screen -Switch version: Remedy's Story mode VS Battle 2 runs very slowly Steam update 1 -Fixed issue where pressing start on settings screen would not save changes properly -Internal Resolution setting can now be set to "OFF" to render the game directly to screen without an intermediate rendertexture (this also disables title screen attract mode) -Only the relevant player now sends sync state objects over p2p -Sync state objects are now only sent to spectators once every three frames -Increased the limit for p2p message handling -Disabled some unused graphics features -Set PC rendering path back to forward rendering [h3]More about Slap City[/h3] https://slapcity.se/ [h2]With Love - Ludosity[/h2]