Rivals of Aether

Rivals of Aether

Lumina
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Update: 31 Jul, 2021 @ 12:03am

v2.1hotfix
fixes
- fixed an issue when a parried charged nspecial bullet plays an error sound when it expires
- tweaked some other codes that miiiight prevent issues

Update: 30 Jul, 2021 @ 11:23pm

v2.1
additions
- added the changelogs in munophone oops.

changes
- you can't go into uair2 if you have been parried now.

fixes
- fixed the issue getting parried the fspecial field shatter bullet and parrying it back gave the player who shot the projectile at first invincibility
- fixed the issue where uair1 doesnt get parry stun pratfall anymore if you dont land.

notes
open for inputs!

Update: 29 Jul, 2021 @ 10:08am

v2.0
additions
- new landing lag animation exclusive to uspecial. yes
- new alt colors: (New) Blue, Hallow, Ki, Lilliana, Wishes, Berry Berry and Ranked Gold. the old blue color has been moved to non-ROAACO slots.
- new secret alt added. if you're the creator of the color, you've already been informed of its inputs.
- various dialogues for dialogue buddy
- various new or tweaked animations!
- new 2nd swing for uair!?!?! what does it do? check it out yourself!

changes
- - - - cosmetic/visual
- jab2's sound reduction has been increased. (0.5 -> 0.3 minimum)
- some of the "attack trails" in animations have new changes.
- the fabled munophone update (it was sooo outdated before it couldnt even boot)
- switch the secret alt thing over to the modern method
- removed the "knockback dependant different sound" for fair.
- utilt sound tweaked.
- ftilt sound tweaked.
- new bair animation!
- dattack animation has (basically) been redone!
- sparkly particles (for e.g. dspecial) have a bit longer lifetime.
- various things now have particles to go with it! e.g. charged nspecial, fspecial shatter bullets, etc...
- tco art reverted.

- - - - gameplay
- utilt animation has been tweaked, with her wand extending the vertical hitbox reach!
- ftilt animation has been redone! along with a slight frame data change im too lazy to document, but it should feel better overall!
- dspecial animation has been tweaked, including the aerial version!
- fstrong has been entirely redone!
- when you are on ground, you can now turn around when you release the fully charged nspecial! (not in air because you can drift)
- adjusted the curve of the field shatter light bullets.
- light sentry's collision box has been adjusted, and is now allowed to hit walls again.
- light sentry now stops at wall instead of disappearing altogether.
- light sentry shatter light bullets doesn't put you in parry stun anymore, however they will now all reflect toward you at the same time!
- dair can now be turned around?? by holding attack and the opposite direction before she starts shooting downwards. (experimental)
- i think i messed around with dattack physics a bit, im not sure i dont remember
- field shatter bullets now go through walls! (experimental)
- field can be activated with projectile hitboxes too now!

fixes
- fixed the velocity of parrying back charged nspecial.

balances
-- -- idk
- ustrong final hit's angle has been adjusted (88 -> 90), DI thing
- fair knockback growth has been increased by 0.1 (0.7 -> 0.8)
- charged nspecial bullet's knockback growth has been increased by 0.1 (0.6 -> 0.7)
- charged nspecial bullet, when parried, does not put you in parry stun anymore
- fspecial field light bullet, when parried, does not put you in parry stun anymore

-- -- beneficial
- aerial dspecial spike hitbox's knockback growth has been increased by 0.1 (0.7 -> 0.8)
- uspecial base landing lag has been reduced by 4 frames. (28 -> 24)
- uspecial startup has been reduced by... 1 frame.
- hitbox size for grounded dspecial has been increased according to the new pose!
- nair landing lag decreased by 2 points (6 -> 4)
- bair landing lag decreased by 3 points (11 -> 8)
- uair landing lag decreased by 2 points (6 -> 4)
- dair landing lag decreased by 1 point (11 -> 10)

-- -- counterplay
- uh oh there are no real counterplay changes (yet) sorry
- nerfed her moonwalk (1.6 -> 1.4)

notes
after months of anim attempts and 4 takes of beta, lumina 2.0 achieved!
i always say "open for inputs!" but please god give me inputs please please give people inputs on LATEST versions like betas or whatever
thank yall to people who have helped with the feedback on the update!!
special thanks to sir sparx21!

Update: 25 Nov, 2020 @ 10:51pm

v1.8
fixes
- fixed the issue where parrying lumina's dtilt didn't put lumina into parry stun.
- fixed the issue where getting hit out of dspecial when you are charging with lightfield would stop the light field in place.

notes
sorry to disappoint you but it's just bugfixes.

Update: 23 Nov, 2020 @ 5:23am

v1.7
additions
- you can now charge yourself with speed when you start dspecial in the light field sentry thing! it's not stronger or anything, just faster. and also...
- while you are charging dspecial with light field, you can also choose the direction to go to (forward or diagonal)!
- you can now also slam into the light sentry (after startup) with aerial dspecial to bounce up a bit
- phone

changes
- tco art changed. i think. i haven't tested it yet
- this doesn't affect gameplay because i added iasa but dtilt has a longer end animation. for visuals. again it has iasa so it's cancellable
- ...in doing this, i've accidentally made dtilt dash-bufferable. might be fun? i'm gonna keep it 'til this is an issue
- doesn't affect gameplay either but extended the dash stop animation. you can still act out the same frames as before.
- you may have noticed that "lethal" fair hit plays an additional sound effect. i added an additional hitstop/hitpause as well for when it happens.
- you can no longer go into bottom blastzone while in the startup of uspecial.

fixes
- typo on info. thanks Snolid Ice! ... idk why they removed the info button.
- fixed the issue where if you only press down b in air for like 1 frame, it did a grounded dspecial
- fixed the issue where you can "field cancel" uspecial even when the light sentry is disappearing (i think)

balances
-- -- beneficial
- initial dash speed faster by 0.25 (6.5 -> 6.75)
- dash speed faster by 0.35 (6 -> 6.35)
- max jumpstart horizontal speed faster by 0.5 (5 -> 5.5)
- aerial max speed faster by 0.55 (4.2 -> 4.75)
- max doublejump horizontal speed faster by 0.5 (3 -> 3.5)
- waveland multiplier increased by uh 0.05 (1.3 -> 1.35)
- waveland friction decreased by 0.005 (0.03 -> 0.025)
- that's it for char parameters
- nspecial charge faster by 4 frames (24 -> 20 frames)
- utilt endlag decreased by 1 point (not counting whifflag)
- nair landing lag decreased by 1 point (idk how landinglag works) (7 -> 6)
- uair landing lag decreased by 1 point (landinglag seems to fluctuate and idk how to count it) (7 -> 6)
- uspecial "field cancel" is much much faster (how much can i make that better until i end up accidentally making normal ledge cancel less appealing? hnn)
- uspecial land-on-ground max speed increased - in other words ledge cancel is a bit easier

-- -- counterplay
- uh oh there are no counterplay changes sorry

notes
apparently lumina is the weakest curated character so here are buffs
uhhh
good luck for devolition derby competitors!!! sorry if i completely wrecked lumina balance with this

Update: 21 Jul, 2020 @ 3:46am

v1.6
additions
- pictograph

notes
ninja revert
reverted things are no longer on the previous changelog anymore
you won't ever know what i did revert!!!

Update: 21 Jul, 2020 @ 12:20am

v1.5
pressed start again by accident lol

Update: 21 Jul, 2020 @ 12:18am

v1.5
additions
- 2 new alts (Trigonometric, La La La)
- 2 secret alts. wow! (margret & arry, hold special + up or down while match loads)
- arena title for stage
- undertale battle text for stage

changes
- tweaked the alt color ranges, now the shade of robe's yellow isn't as bizzare.
- abyss alt tweaked to be more in-style with base cast abyss alts.

balances
-- -- idk
- dair bullet angle is higher (55 -> 60) (experimental)

-- -- beneficial
- uspecial cancelling with fspecial field is 2 frames faster now (14 -> 12)

-- -- counterplay
- ustrong final hit weak by uhhhhh 0.05? (1.1 -> 1.05) (experimental)
- ustrong first hit hitboxes size and location adjusted (experimental)
- ustrong startup 2 frames longer (10 -> 12) (experimental)

notes
weak? strong? this was supposed to be a cosmetic update, i don't know.

Update: 5 Jul, 2020 @ 3:31am

v1.4
additions
- doing uspecial teleport into the fspecial lightsentry will now let you act out a LOT quicker, however destroying the sentry in the process.
- experimental custom hit effect.
- hyuponia's special css_draw script that i've been experimenting with
- victory theme (Twinklesky by Fether)
- victory background
- i was too late to put a pre-emptive dracula support
- trum&alto codec thing test
- 1 (one) mii verse draw
- kirby copy ability support.

fixes
- glitch with hitbox not hitting when dspecial changing thing happens has been fixed.
- fixed the issue where bair smear effect was included in the hurtbox.
- fixed the issue where hitting the dair bullets still gives you whifflag.

changes
- tweaked lightsentry sprite.
- early access alt has a colored outline now. while it's not how the base cast does it, it's fancier this way
- various hit sounds have been tweaked
- various hit effects have been tweaked
- dspecial's "turns into aerial version off the ledge" behavior has been moved to "hold special + down"
- which, in turn, means that if you don't hold these buttons, you will now go off ledge normally as you'd expect from ganondorf
- increased the number of possible angles for uspecial teleport. sorry keyboard players! (8 -> 32)
- removed one of the abyss runes because it was literally just "unlock all angles"
- doing uspecial teleport into the ground retains more momentum.

balances
-- -- idk
- hitpause for dspecial, fstrong, ustrong and dstrong increased.
- charged nspecial speed increased (4.8 -> 5.5)

-- -- beneficial
- charged nspecial lifetime increased (41 -> 61)
- trail removed from bair hurtbox, idk why that slipped past
- fstrong angle lowered (49 -> 45)
- fstrong knockback higher (7.5 + 0.97 -> 8 + 1)

-- -- counterplay
- grounded dspecial endlag increased (14 -> 18)
- ustrong active frames shorter by 4 frames, endlag longer by 1 frame


notes
sorry for bein all-so-late. i had to finish poke floats and update all the other things
thank you to sir sparx for providing me with balance suggestions!
thanks for still reading the changelog. i very much appreciate you
open for inputs!

notes for sir sparx;
- - re: fstrong reason text
i catch that, yeah. sir trail mix was the one holding me from making it a bit more stronger, and before now i trusted them since they were the one who did lumina values in the first place. but at the moment i think i should try changing it first to see if it causes any issue or not. if it doesn't, great!
thank you for writing so much for lumina and me
- - re: dstrong reason text
your hitpause suggestions feel really good so i'd been referencing it to fix feri a bit. i can trust you on hitpause
- - re: ustrong reason text
some things i've heard of base cast hitpause have been confusing though, but for now i think yours work well
i made a new hit effect for some of these. hopefully they sell the hit
- - re: uncharged nspecial reason text
yeah fair - might look off right now but i can always adjust later
- - re: charged nspecial reason text
hm. first thing here that i'm a little bit conflicted bout. as a copy of beam kirby bullet, i really didn't think it'd be right to have it travel fast, but moreover it being fast didn't quite look right. might be a graphics issue? but this was purely a selfish gamefeel decision i guess
had to take a middle ground on speed for this one that i felt a little more comfortable with. i apologize for this
if you're not satisfied with this, we can always argue later and update accordingly
- - re: uspecial reason text
yeah sorry keyboard players
- - re: fspecial reason text
gotchu. outline tool in aseprite is useful
- - re: grounded dspecial ledge bug reason text
former part was an experiment by trail mix, and is an INTENDED behavior. i have now moved it to a "hold" behavior though, seeing as people seem conflicted by this. had to make a new graphic though which is A
latter part is definitely not intended, but supersonic has provided me with a fix for this! so that'll be going away as well.
- - re: aerial dspecial reason text
you are indeed repeating yourself, but it's fair
again your hitpause input is very appreciated!
added hit effect and stuff as well while i'm at it
- - re: jab reason text
jab is kinda static to be authentic to mirror kirby, also i was in a character race
i also can't think of much ways to add any animation to other body parts, so i had to skip this one for now. sorry
- - re: copy ability reason text
been lazy ;-; also copy ability has been kinda daunting from my experience with acid copy
- - re: note text
in my eyes i don't think much anims need redoing, but maybe just me, also lazy ;-;

once again, thank you too for balance/tweak suggestions!

Update: 6 Jun, 2020 @ 9:19am

v1.3
additions
- you can now influence the direction & distance you summon the fspecial field. hold up, down, or special

changes
- alt colors adjusted so that the first three are hopefully more appealing now. if you prefer the old ones, you can @ me
- switched around the color so that the "dust" color doesn't use the color of the skin for some reason (now uses the "blue" color from the robe)
- bair hit in fspecial area will shoot bullets backwards
- as a side-effect of preventing fspecial field angled down from not doing anything, fspecial field now disappears when it hits a wall (experimental)

balances
-- -- idk
- uncharged nspecial multihit knockback adjusted (2 -> 4)

-- -- beneficial
- dash attack early hit angle adjusted (361 -> 60)
- fstrong angle adjusted a bit lower (55 -> 49)
- bair endlag reduced a bit (19 -> 15) (hopefully able to recover from below ledge)

-- -- counterplay
- aerial dspecial sweetspot angle adjusted (292 -> 272) (tech better)
- aerial dspecial sweetspot knockback adjusted
- implemented got_parry on charged nspecial bullet so that it can properly hit lumina afterwards (proper punish with parry)
- put extended parry stun on fspecial field shatter bullet (proper punish with parry)

notes
open for inputs!
this feels a bit overtuned atm idk
hello to the curious you who is reading the actual changelog.
you can hold taunt the moment fspecial field is shattered for uh a Thing
thank you for playing this character!