Rivals of Aether

Rivals of Aether

Acid Rainbows
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Update: 18 Nov, 2019 @ 9:04pm

v2.2
fixes
- fixed an issue where raincloud's rain particles doesn't despawn offstage, this was my bad, i only had rain despawn if it hits a wall or a floor, and not the blastzone. added that despawn method now, thank you, mista/miss king keke!

changes
- AI will try to spawn raincloud now when there are none... hopefully?
- uair sweetspot visual effect/sound effect have been changed
- put a few more "quirks/guides" in the workshop description

balances
there are none! 'til the tourney ends i won't be putting any balance changes

Update: 14 Nov, 2019 @ 2:42am

v2.1
changes
- attempt at turning fspecial afterimage into not-hitbox, repurposing one of the articles
- as a result of that, afterimage can no longer be parried or be countered, which is for the better
- adjusted JIS color's special effect color while i was messing with pre_draw.gml in the spirit of "while-i'm-at-it"
- i don't know if it's just AR or what, but costumes may be broken at the moment, i'd assume it's RoA in general with this specific patch though
- added more anims to be replaced by the mado costume

balances
- uair landing lag is a 2 frames shorter and it will be 1 more frame shorter when you land uair

that's all the balance changes for now
here's to good luck for all the participants of the tourney!

Update: 13 Nov, 2019 @ 2:58am

v2.0
guess it wasn't really a final version after all. also it's 2.0 because apparently it automatically incremented at one point? or something? i don't know what happened but previous version was 1.9?
changes
- fixed an issue with etalus' fair acting odd while AR is present (by extension i'd hope shovel knight's is working as well)
- while i'm at it fixing kirby-related codes, i added custom ability icon for AR
- removed victory music and background again
- that's like my "removed herobrine" changelog now
- omega costume's special thing now auto-plays at match beginning

balances
note that previous balance changes were all based on julesvale
when it comes to horizontal changes i will try to test things in various stages from now on
big thank yous to various people for balance feedbacks!!!!!
if anyone have more balance feedbacks for her, feel free to tag hyuponia at the discordlands
- smoothened fspecial intro, but in return the fspecial armor starts at frame 5 now, now hopefully it's not a complete free escape tool?
- dash attack's intro friction has been reduced (slows down slower)
- dash attack's start anim is faster now, attack coming out faster
- dash attack also had the end anim and cancelling stuff tweaked as well
- bair has tweaked hitboxes, back hit sweetspot might be harder to hit now but the sourspot is still decent
- nair's base knockback has been increased, and i think i reduced kbg, not sure, i forgot already, but now it could be a better carry combo tool(?)?
- nair start hitboxes' angles have been tweaked
- adjusted fair's start frames
- adjusted how fair's landing lag behaves, now it won't give you too much landing lag if you land before sword has been pushed out/after sword has been pulled back
- have reduced fair's landing lag, i guess
- fstrong and dstrong's ending frames are a 1 frame slower
- messed with ustrong's ending, it might be weird, i can't find any method of putting player to actual landing lag manually at the moment, but nonetheless there'll be a whifflag now
- you can't fastfall during ustrong anymore
- utilt and jab's first hit can't be teched anymore, maybe connects better now?
- uair has things changed a bunch, knockback growth is higher and base knockback as well, might kill but least you'll have harder time connecting to itself
- uair's upward-launching hitbox has lower priority now, now you have to actually intend to hit that hitbox
- uair also has a new weird hitbox at the end of kick that... uh... can spike?
- uair also comes out a bit slower
- dair sourspot is a little larger and sweetspot is slightly smaller, hopefully now you have some control hitting its sourspot
- utilt's top hitbox is a bit bigger now and changed its animation to reflect this change (don't expect anything impressive)

Update: 8 Nov, 2019 @ 3:11am

v1.8
- pretty much the final version...?
- made the "trails" style consistent
- palettes follow the "ROAACO" order now, for the most part
- raincloud is a bit wider
- AoE rain. it will stop at floors and platforms as well
- i didn't mention in 1.7.7 changelog but i changed the lightning hit sound to a pretty cool sound
- it's a semi-major-version increment so minor version decimal weirdo stuff is gone, hopefully this resolves Online sync issues

- fair's sour late hitbox lasts as long as the sword is out - not sure if this gives it an unnecessary/unintended utility or not but at the least it will make it less "deceptive"
- as a result of rain turning into an AoE thing, rain damage will be applied in a consistent pace and it would apply them faster now, now an actual threat?
- ftilt's ending anim is slower now to have the anim look less odd, but in return i have made it cancellable (except into itself) pretty early on hit and recovery motion can be cancelled even if whiffed (except into itself)
- reduced dtilt's leg hitbox width, hopefully now the feet hitbox have more chances of ending a dtilt chain?
- while the owner AR is in the AoE rain, it will now do some extra stuff, like extinguishing fire quicker and charging strongs faster
- bair hitpause value was broken because of copypaste again, fixed now
- fixed an issue the rain still dealing damage when the opponent is invincible/is on respawn platform

- did some special stuff for Mado, JIS, and the new Omega color palette
- victory music & background. semi-temporary? but maybe it's permanent

Update: 4 Nov, 2019 @ 5:08am

v1.7.80
- hurtbox has been adjusted. did some weird-as-heck stuff for the doublejump hurtbox animation because apparently you can't change image_index for hurtboxes for some reason. it may have some issues, please report in the comments if you've noticed anything

Update: 3 Nov, 2019 @ 5:19am

v1.7.71
whoops i kept the debug text stuff on

Update: 3 Nov, 2019 @ 2:45am

v1.7.70
- moved lightning detection starting point a little lower, now lightnings shouldn't be obstructed by platforms too much
- fixed the issue of ftilt shockwave hitbox hitting right after the single-hit front hit hitbox, kinda a rough fix though
- added a top hit for dspecial, experimental
- adjusted a bunch of lightning parameters - hope it'll make lightning more uh threatening? pressuring element - increased it only a bit tho
- made fair-charged cloud cast lightning faster with dspecial, experimental
- i'd like to experiment with an alternative method of doing rain soon

Update: 3 Nov, 2019 @ 2:43am

v1.7.60
whoops i didn't change the version number lol

Update: 2 Nov, 2019 @ 3:57am

v1.7.60
- changed 2 pixels in the result screen portrait
- figured out what was going on with how lightning doesn't knock you back if the opponent is grounded. lightning might be potent again, to some extent
- changed bunch of ftilt parameters and added bunch of hitboxes, this will fix the issue of it missing opponent point-blank, and the issue of the main leg hit not dealing as much damage by itself
- ftilt shockwave thing hitbox is weaker in knockback now?
- fair early body hit is removed and instead put a "swing" hit when the sword is pushed out, basically a body hit
- uair has a weird "up launch" hitbox now at the beginning of leg swing arc thing, semi experimental
- adjusted around jab hitboxes, might hit lower now, might not
- dtilt now has the effect 12, "crouch armors through it", now it's not safe against crouch - experimental. it's pretty weird actually, it will armor thru even at higher percents
- i wanted to change the hurtboxes to custom ones but looks like it's just... not allowed to be more precise with it, like changing dash anim hurtbox or doublejump's... for now i've held off on changing idle hurtbox as well, but i guess crouch hurtbox is live

Update: 1 Nov, 2019 @ 3:56am

v1.7.50
- changed 1 pixel in the CSS pic
- changed icon to be a head icon - not sure if i should match with the official style and do a "tiny idle sprite". i have included some alts in the file now though, for those curious
- raincloud now "tries" to detect if it's in clairen's plasma field, and destroy itself. we are now fair against clairen!
- the acid raindrops are not hitboxes anymore. decided to use articles for it, surprisingly complicated - i was expecting to have some performance drops from this, but turns out, not really! very fortunate
- what would that exactly mean gameplay wise, you'd ask - it means the raindrops can't be "countered" anymore! for example, parries, clairen dspecial, etc... now we are EXTRA fair!
- nvm i guess we're not that fair cuz acid rain themselves can pass thru clairen's plasma field now if the raincloud is above the field, not sure how fair that is now
- while i'm at it, made lightning's visual stuff cancel itself when it's erased by clairen field, along with audio stuff
- noticed that the lightning doesn't really do any knockback against grounded opponents....??? cause is unknown and i'm left confused, i have increased the extra hitpause on opponent a bit and hitpause growth, but idk how that'll help