Rivals of Aether

Rivals of Aether

Acid Rainbows
Viser 31-40 af 40 forekomster
< 1  2  3  >
Opdatering: 31. okt. 2019 kl. 2:57

v1.7

- made raincloud collision symmetrical, for you all competitive heroes, who might not even notice, however - it's such a slight change
- re-coded raincloud's floor detection - it should now detect platforms as well... even moving platforms! i went over-cautious with it though and reduced the check frequency, but i hope it won't matter too much
- now if the raincloud is less-than-halfway peeking over the ledge, it will start to shift itself toward the main stage... i guess it really doesn't want to trap the ledge
- select few moves can now influence raincloud's positions
(dair, bair, ftilt, ustrong - fair has a special interaction)
- considering fair interaction to take 3 hits rather than 2 but not sure, might not be fairly rewarding compared to the effort of hitting it
- applied a slight cooldown for dspecial and nspecial (10 frames)
- cooldown for kirby ability too while i'm at it, 'tis but some parity

Opdatering: 30. okt. 2019 kl. 3:44

v1.6

- massive compression have been done. what once was 42MB - now is 86KB! took an entire half of day for some reason.
- kirby copy ability!! has been implemented with my precautions trying to reduce error message log as much as possible, albeit with a simpler code that doesn't use post_draw.gml
- turns out working with post_draw.gml and draw_sprite_ext in general is hellish overall, it's a miracle the lightning works as well as it is
- raincloud's collision has been fixed! turns out it was really simple after all. more interaction changes for raincloud to come soon!
- buffed lightning hit a bit by increasing knockback a bit

Opdatering: 29. okt. 2019 kl. 6:01

v1.5.10

- fixed post_draw.gml issue and the lightning is visible again
- removed the victory theme added by previous version as it was lame as heck

Opdatering: 29. okt. 2019 kl. 3:56

v1.5

- changed the speed around, she's faster now - not sure how much i can go up before it's too much, i feel like she can cross the stage so quickly already
- sidespecial's recovery motion can be cancelled now, experimental
- utilt angle adjusted?
- dtilt's values have been adjusted
- ftilt's values have been adjusted
- fstrong and dstrong's knockback has been tweaked to accomedate for good DI,,, i think? i'm not sure, might reduce again
- added one extra color costume
- victory theme? (royalty free music)

Opdatering: 27. okt. 2019 kl. 4:10

v1.4.10

hotfix for the new ftilt and dtilt which on second thought acted oddly in some cases

Opdatering: 27. okt. 2019 kl. 3:08

v1.4

- ftilt has been redone!
- dtilt has been redone!
- the attacks i've implemented IASA before has been tweaked to not execute IASA if it has been parried, now hopefully you won't escape out of the parry stun anymore
- fair's "strong" hitbox has been separated to aerial & grounded variant, with the grounded version having different angle and (slightly) weaker knockback as it's easier to hit grounded opponents with it than to hit aerial ones
- dair's sweetspot has been largened because, uh, i based the previous hitbox size on Roy, while AR is much faster in air than Roy so of course it would have been harder to hit - knockback and hitstun are also a little stronger now
- dair's sourspot have been largened too while i'm at it, but not by much
- dair also messes with your vertical momentum a bit, experimental
- some attacks have few more hitboxes, especially when it doesn't hit the opponent close to you
- dair has an arm hitbox
- nair has more hitpause
- haven't figured out the cloud collision stuff yet
- you can cancel dtilt's recovery motion if you've hit the move

Opdatering: 25. okt. 2019 kl. 3:50

v1.3

- adjusted bunch of base parameters. they aren't really noticeable
- realized the true extent of hitpause and hitstun (mostly because i was blind somehow) so added those with trial & error
- especially fair & bair. now those (hopefully) do some crazy good feeling
- added IASA (interruptable as soon as) (or cancel) for dash attack,,, somewhat
- jab3's IASA (or cancel) occurs a little earlier now
- jab3's knockback now does less! in numbers it's a nerf, but you don't really use jab for a KO move, do you? to be specific, it now has a lower KBG and a moderate BKB.
- jab's knockback angles have been tweaked again as well
- some other jab stuff are tweaked as well
- ustrong's later hitbox parameters have been tweaked a bit
- dash attack now ends faster if you hit the move - not via whifflag, though, rather it just skips a window completely
- did the same for jab3
- utilt's angle is now tweaked so that it doesn't send as much horizontally, now you might have a better time following it up with something else?
- lowered ftilt's kbg?? i should redo this move...?
- nspecial knocks back less?
- implemented the lightning's "ground hit", it only happens when it hits the ground and not when it cuts off in the air - not sure if that's a good thing or not though
- some of the sound effects are changed, hopefully the ones that are changed are not as awkward anymore
- respawn platform has a slightly redone design
- changed nano color to something more colorful

Opdatering: 22. okt. 2019 kl. 3:56

v1.2
changes for the raincloud, involving graphical changes as well

+ acid-raincloud is wider!
+ rain now has a hit/disappear animation!
+ raincloud's lightning motion is more distinguished from the disappearing motion!
+ this was in the previous version but i don't think i've written it, rain now needs fewer hits to deal damage and deals 2% each time! this way actual human players would try to avoid it, hopefully?
+ tweaked dspecial animation while i'm at it!
+ also made cloud's lightning summon make a sound as well! (different, smaller sound but a sound is a sound, different location)

Opdatering: 22. okt. 2019 kl. 1:05

v1.1!

fixes:

- fixed config.ini description and version silliness
- fixed a typo in info3 - the info stuff can be read when you press the [i] button on the CSS after you select a character! i didn't know 'til i looked for it, either. (recultance -> reluctance)
- noticed ustrong anim were a bit off so fixed it
- noticed fair's later hitbox creation frame were a bit off so fixed it
- noticed bair's landing lag parameter still said nair because i mostly use copypaste, so fixed that (reduced it by a bit from intended value, while i'm at it)
- one of the hitbox values on bair was not working due to copypaste so fixed that too, now both hitboxes launches

changes:
- ustrong has been tweaked to act more in line with my intended behavior. the only part you might notice is that you won't drift in air afterwards as much anymore
- thought ftilt launched too hard for how fast it was - BKB has been increased but KBS is reduced by a lot - not a kill move anymore, but now better as a get-off-of-me tool
- uair's horizontal knockback is now reversed, matching the direction of the kick. you can still combo, the issue is which way, now?
- finally (accidentally) figured out the scaling for hitpause so some of the stronger moves' stronger hitboxes have a satisfying pause now. yeah! (so that's why these visual effects went by so quickly...)
- uspecial's behavior isn't as confusing anymore! guess this is a buff, in a way? dunno

concentrated buffs & nerfs:
+ most attacks are stronger now, maybe not by much?
- nerfs naturally occur as i try to change things and balance accordingly - there aren't a lot, but i hope they didn't end up excessive

buffs:
+ most attacks have increased damage, but not by much of course
+ jab is faster now
+ with that and some parameter adjustments, jab connects more reliably (hopefully?)
+ fair is faster in general now? hopefully?
+ fair parameters adjusted as well, it should launch well after about 100%
+ utilt has its damage and "hitpause" sliiiiightly increased
+ utilt can now be jump-cancelled while in recovery motion
+ bair has knockbacks increased a bit
+ fstrong now pushes you a bit further forward
+ fstrong knockback values tweaked, finally kills at edge
+ ustrong is back to its pre-release glory where it can kill at around 100% - need your opinion on this though. might be too early for how fast it comes out...?
+ dash-attack can do knockback a bit better now, and deals better damage because Sword.

nerfs:
- slightly reduced lightning max range... but i don't think you'd see any difference anyway as you would only notice it off-stage?
- reduced damage for fair's "slash" hitbox as it didn't feel like it made sense for it to be stronger than dash attach which slashes too
- the aformentioned fair slash hitbox has its angle changed from 35 to 38
- reduced hitbox height for the "sweetspot(?)" push-out hitbox

Opdatering: 20. okt. 2019 kl. 2:29

v0.99

turns out i forgot to change the version value, eheh.
in this version includes:
-release!
-un-updated ingame description that says "this is not supposed to be online yet", too bad it's online now!
-weird 0.99 version numbering