Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Machine Refuelled
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Update: 19 Oct, 2023 @ 1:02pm

Update: 19 Oct, 2023 @ 1:01pm

Update: 19 Oct, 2023 @ 1:01pm

Update: 6 Oct, 2023 @ 9:37am

Okay this is a massive one so I might not get everything because I'm an idiot who doesn't take proper notes.
A lot of the new stuff added is still in a fairly early state, so do shout if things break.

PARRY: Machine now has the normal parry mechanics
FEEDBACKER JAB: The projectile deflect has now been properly merged into the Feedbacker. It is now frame 3 rather than frame 1
STOMP: Now properly starts at 4 frames
MARKSMAN: Now fires the projectile at Frame 5
KNUCKLE BLASTER: No longer a hitgrab, now an armoured two hit attack with a proper projectile parry window on the blast (that's super late, it's mostly there for accuracy)


NEW WEAPON: NAILGUN (Very early initial implementation)
NORMALS
SWEEPER: A burst of nails sweeping from low to high
METAL FLOOD: a massive forward firing shot of nails, great for getting some distance on enemies.

SPECIALS
FIRE MAGNET: Fire a magnet which stays where it hits. Fire nails near this magnet to create a growing cloud of damaging nails, which explode into a nail bomb at the end.
There's a lot of work to be done on the Magnets still, they currently don't have all of their interactions hooked up (for example triggering the explosion with a ground slam and the like)
OVERHEAT: RAIN: Use built up Heat to fire a barrage of nails into the air, where they'll come raining down.

NEW MECHANIC: Style - playing with more of your moveset gets you a damage multiplier. Getting hit, not hitting the opponent and using the same moves repeatedly isn't very Stylish, machine!

The weapon switching button has been tweaked to be a little nicer to use - now the buttons shouldn't move around as much.
The UI has been tweaked so that the weapons' meters are all of a uniform size.

Core Eject and Pump Charge explosions now do less hitstun to you than the opponent. This means you can use it as a combo tool. You'll still get hit, meaning you'll lose style, but think of the mental advantage.

Update: 16 Sep, 2023 @ 9:49am

This update is one to basically polish up some existing stuff so I can feel better about moving onto the Nailgun. No, Projectile Boost isn't in yet, it's gonna take a lot of work so I'll come back to it,

CHANGES:
Added icons for Universal, Revolver and Shotgun moves.

REVOLVER:
Throw Coin: Maximum throw speed increased. Coin Recharge rate increased from 60f to 90f (gotta give people a reason to use Emergency Coins)
Ricoshot: Ricochet logic changed slightly, to add a little bit of leading based on the opponent's velocity when the ricoshot targets. This should make it more consistent in combos.
Fistful of Dollar: Coins you parry with Feedbacker now bounce when they hit an enemy, rather than piercing through. This means they stay visibly in play rather than weirdly floating throughout the stage. It also means you can punch them again to get more stacking damage. I wanna see some funny clips come out of this. Punched coins are now also affected by gravity. If you wanna do a dead straight shot at the enemy, use the Feedbacker Jab to turn the Fistful of Dollar into a Ricoshot!

Update: 13 Sep, 2023 @ 9:33am

Today's update is a fairly small one partially to make machine suffer a little more for getting caught, but also giving a new toy to Shotgun Stance.

CHANGES:

GENERAL CHANGES:
Machine now has a damage modifier of 1.3x, meaning it'll take more damage when it fucks up.

SLIDE:
Removed Projectile and Grab Invulnerability Periods

SHOTGUN:
NEW SUPER: ULTRA PUMP - Locks your Pump Charge to max for a while, allowing for high range, high damage, high hitstun combos. This may be reduced to locking to Level 2 if it's too strong.

Next Update I'm probably going to try to get some actual icons in for Revolver and Shotgun, and then I'll probably start working on the Nailgun for a bit

Update: 11 Sep, 2023 @ 10:49am

This is largely an update to the Slab Revolver of all things, alongside bringing another unique mechanic to the Shotgun.

Changes:
Sharpshooter:
Damage Multiplier Decreased

Coins:
Damage Multiplier for Marksman shots decreased

Slab Revolver:
Super Meter Cost 1 > 2
Can now Ricoshot
New Visuals
Startup 7f > 9f

Shotgun:
New Mechanic: Pump Charge - by pumping the shotgun you can buff its damage, range and hitstun for a shot. Overpumping will cause an explosion. Pump Charge also buffs the speed of a launched Core Eject projectile

Fixed a visual bug vs Senator

Update: 5 Sep, 2023 @ 1:43pm

Removed weapons changing stances naturally
Now you can only use a weapon's moves in the correct stance (no more shotgunning people out of the sky while you're holding a revolver)

Overhauled weapon swapping system - now you can only use a weapon's moves while that weapon is equipped, but switching weapons is way more freeform.
Now Machine changes weapons with a handy UI, just select which weapon you want!

Update: 2 Sep, 2023 @ 5:26am

New Move: WEDDING CRASHER

Tweaked Machine's Momentum mechanics, making momentum less of an issue when grounded and not sliding. Everything should work the same when sliding or in the air though.
Overhauled coin logic to be a bit more consistent and hopefully less laggy
There are now two ways to Fistful of Dollar:
- If you hit a coin with the ordinary Feedback parry, it will be launched towards your opponent as if it were any other projectile.
- However, if you punch a projectile with the Feedbacker Jab it will become a Ricoshot, just as if you had shot it with Marksman

Feedbacker Jab now has a 2 frame Projectile Parry window during its active frames. This is way tighter than the regular Feedback parry, but will send projectiles back at your opponent way faster.
Fireworks is now a dragging move with more hits and a full-body hitbox, but is more affected by DI. This may require some more tweaks
Kneecapper has been changed so that the hit cancel window is now later, meaning you actually have to take the backwards movement from it. This leads into some pretty cool looking Kneecapper > Boost Dash > Iron Hail combos though.
Iron Hail now kills your momentum - this change is so it actually works.

Boost Dash and Stomp now reset your stored momentum,
Stomp's momentum storage is now based on time spent in the air. This means if you can somehow make Machine stay in the air longer, slam storage should be possible (I'll add wall interactions with this later)

Stomp now has a hitbox on the fall and a hitbox on the landing, These are pretty small hitboxes, but can lead to some cool combo extensions.

Hitstun on Slab Revolver has been increased.

Projectile spawn distances for Marksman, Piercer and Core Eject have been brought back, so there's less instances where you're shooting through people.
Due to this Marksman is now essentially a 4 frame jab. As such I've reduced the hitstun on Marksman's shot.

A lot of bugs have also been squashed - largely to do with the parry and the coins, though I'm sure there's plenty more that have been created.

Update: 26 Aug, 2023 @ 7:18am

Fixed an issue where Machine would be invisible when Waiting in Revolver Stance
Fixed an issue where Machine couldn't act out of Whiff Cancel

Tweaked some cancels