Rivals of Aether

Rivals of Aether

N/A
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Update: 11 Oct @ 8:09pm

v4.2
this one goes out to all you keyboard players
additions
- i had an ephiphany at like 4 in the morning. i noticed how when you are playing on keyboard, it's a lot more easier to press multiple buttons at the same time. thusly, i present to you:
+ while in USPECIAL, you can now hold ATTACK or JUMP to aim in the inbetween shallow angles.
- ATTACK aims the more sideways shallow angles, while JUMP will aim the vertical shallow angles.
- you are even able to do the doubletap with this aiming. i can do it like 75% of the time i think.
- of course, controller players can use this too, but it's probably hard, havent tested
- ... nothing else! but it's 7AM now

Update: 29 Aug @ 5:37pm

v4.1
additions
- FSTRONG ... you can now hold backwards to not do the lunge thing.

balances
-- -- beneficial
- DSPECIAL ... total charge amount decreased to 30, effectively reverting the last change. (35 -> 30)
- FSTRONG ... i just randomly figured out how to make axe hit reliable. it was not working because knockback started after hitpause and sometimes the main hit would end before the opponent would reach it.
- FSTRONG ... axe hit now has -6 frames of extra hitpause, meaning they take LESS hitpause than N/A.
- FSTRONG ... i recently found out that in base cast, the "linker" hitboxes usually have SDI multiplier of 0. so the axe hit now has a SDI multiplier of 0 as well.
- FSTRONG ... for good measure, axe hit hitbox has been extended backwards a bit.
- FSTRONG ... startup reduced by 3, after charge. (31 -> 28 total.)
- FSTRONG ... that messed with how the lunge worked so i increased the speed, it might be more distance than before now, im not sure.
-- -- counterplay
- NSPECIAL-SLICED ... you can parry this now to make it send towards N/A. very fast. and don't worry, i figured it out so that you can parry this again to send it back to the parrier. and again. and again

balances
yall should fear N/A more. have fun!

Update: 20 Jun @ 10:00am

v4.0 -After All-
notes
After all.

...the changelog section doesn't have enough amount of letters.

Update: 25 Apr @ 9:39am

v3.4 (2025 Apr 25)
fixes
- fixed the duplicate sprites thing. i was really coinfident past me would have been attentive enough to be clean of any duplicate sprites, but i guess i had this one. in specific, there was a draft sprite leftover for dspecial.

notes
sorry for the patch drought
open for inputs!

Update: 18 Aug, 2024 @ 8:41am

v3.3
fixes
- fixed the issue where n/a slicing the bubble and player at the same time overrides player-hit hitpause and sometimes lets n/a act much quicker than the opponent thats been hit

notes
forgot this in last patch. thankfully it was easy enough
my personal thanks to the jpeg warrior
open for inputs!

Update: 13 Aug, 2024 @ 12:50pm

v3.2
additions
- nothin...sorry

changes
- NSPECIAL vertical jump is much, much lower now. animation timings has been kinda adjusted to fit this.
- surprise change... jump and doublejump sfx has been re-mixed. i just listened to it now and i felt it was kinda goofy? so i made it a bit more serious, while still being mostly the same.
- FAIR and JAB swing now has some sound effects mixed in

fixes
- FIXED THE ISSUE WHERE SPECIAL ALT COLOR BUBBLES BROKE PLAYTEST VISUALS, YEA BABEY!!!!!!
- FIXED THE ISSUE WHERE SPECIAL ALT COLOR BUBBLES WOULD DISPLAY THE PATTERN FOR LIKE 1 FRAME ON SPAWN, YEA BABEY!!!!!!
- FIXED THE ISSUE WHERE USING N/A DAIR ON "BIG" PLAYTEST LIKE ONLINE PLAYTEST CRASHES THE GAME!!!!! YEA BABEY!!!!!!!!!!!
-- i always thought it had something to do with the collision, but apparently some shovel knight HFX just crashes on spawn.
-- i just made it spawn a different HFX when in big playtest. not perfect, but it works

balances
-- -- idk
- DSTRONG ... middle hitbox angle is now 90 (63???????? -> 90)
- USPECIAL ... dash hitbox location is vertically higher ?? dunno... it behaves weird
-- -- beneficial
- DATTACK ... in accordance to the other change in counterplay section, dattack main hit is now larger in body's direction, by like 10 pixels (60 -> 70)
- JAB ... endlag reduced by 3 frames
- UAIR ... landinglag value reduced by 3 (10 -> 7)
- DAIR ... did you know that the endlag on bounce was much faster if you held forward or back? well, i've decided to make it consistent thru all versions. the normal bounce version is now faster by a whole 5 frames!!
-- -- counterplay
- UAIR ... main hit (aerial opponent) knockback growth decreased (0.78 -> 0.65)
- DATTACK ... hitbox creation frame delayed by 2 frames, it now spawns frame 5 (3 -> 5)
- DAIR ... the massive circular hitbox after bouncing is now smaller by like 12 pixels (116 -> 104)
- USPECIAL ... the startup right before you do the big recovery dash has been increased by 2 (10 -> 12)
- pratland duration increased by 2 frames (11 -> 13)

notes
thanks for all the players especially spiderboi for the feedback!
open for inputs!

Update: 7 Feb, 2024 @ 9:40am

v3.1 ~ the hotfix 2
fixes
- fspecial bubble effects for alts doomsday and genesis was broken and i didnt notice... fixed this now

notes
open for inputs!

Update: 4 Feb, 2024 @ 9:57pm

v3.1 ~ the hotfix
fixes
- i reduced laser charge to 3 ticks for showcasing laser change in a video AND I FORGOT TO REVERT IT, fixed this now

additions
- added to playlist changelog cause i forget somtimes

notes
open for inputs!

Update: 4 Feb, 2024 @ 2:26pm

v3.0
additions
- new alt added: -Save-
- fullscreen transparent darkness effect on depths behind players/stage ground layer for laser

notes
open for inputs!
stay tuned.
sorry for making yall tuned in for so long iknow i have been makign everyone wait on actual n/a patches holy heck

Update: 1 Nov, 2023 @ 11:23pm

v2.9
changes
- nair animation timings adjusted, windows have not been altered at all

balances
-- -- beneficial
- ustrong final hit hitbox size has been reverted back, now it can hit standing grounded opponents again. dang this hitbox change was made in v1.9 huh. how long ago was this