





🌟 Special thanks to our amazing supporters:
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🌈 $5 Tier: [Benedikt][David Martínez Martí]
We made another improvements in the Pocket Bravery Beta, check it out! - Rewrite of the state machine in the game code: |_Prevent the character from disappearing during the game. |_Prevents softlock in unexpected situations in the match. - Restructuring of block alert: |_Character can defend special or super special attacks that were previously indefensible. |_Allows to raise defending in the first frame. |_Prevents from grabbing the opponent while still standing up, or after defending an attack; - Fixed sparks: |_Now some attacks with sparks no longer crash the game (softlock). |_Fixed sparks that were indefensible. - New command list, dividing attacks by tabs and adding more information; - Improvements in charge inputs (especially for keyboard players); - Improved pause order detection system for the first and second player; - Changing the way characters position works; - Fixed bug returning to character selection screen in rematch screen; - Reworked the way the character reacts when receiving a critical counter; - Fixed super cancellation bug that didn't generate the correct cost for the execution; - Added sound for pause cursor and training menu; - Added sound for Hadassah critical counter and super special; - Added sound for the announcer in "Final Round"; - Fixed the problem that the music in the main menu stopped playing sometimes; - Added more options for opponent status in training mode - Fixed crash problems with the hit box during training; - Fixed detection and functioning problem with guard break; - Change in defense values (before it was breaking too fast); - Increased tolerance for quick recovery (in fall); - Increased priority for elemental and super special attacks (avoiding being interrupted so easily); - Fixed black screen issue during K.O. after defending an FA and defeating the opponent who executed it; - Fixed bug that prevented the fighter from using the FA in the second round if he had already used it in the first; - Timed refinement of the land or pre-jump animation frames; - Removed the possibility of Re-stand (putting the character upright during the fall); - Improvements in the Breaker system, adding execution exceptions, for better balance in the match; - Bodybox and solid box review of the characters; - Fixed issues with the option to reset position in training; - Minor text corrections in some options; - Hadassa Changelog: |_Increase the reach area of her command grab. |_Fastest startup in crouched hard punch. |_Removed the possibility of clinching if the opponent defends the stomp. |_Increase in blockstun time during the super special "Double Twimyo dwi chagi". - Nuno Changelog: |_Increase the recovery time of his fireball (preventing it from spreading so quickly). |_Improved target combo timing (it's easier to fit); |_The third kick of his target combo is no longer an overhead; |_Slight damage decrease in the "Let's swing" super special. - Sebastian Changelog: |_Elemental "one, two" loses armor priority, but earns ground bounce on the second hit, becoming an extender for combos. |_Slight reduction in the recovery time of the "teleport" elemental allowing new combo possibilities in the corner. |_Increase the blockstun time during the super special "Highlander uppercut". |_Improved target combo timing. - Ndidi Changelog: |_Added overhead state for his standing strong punch. |_Fastest sweep startup. |_Fixed the invincible "fall" issue where the opponent took damage even while blocking. |_Added invincibility frames for his FA. That's it for now. Thank you so much for your feedback! #BeBrave
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