Rivals of Aether

Rivals of Aether

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Update: 19 Apr, 2021 @ 5:45am

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+ jab 3 animation and hitbox made 2 pixels taller
+ jab 3 moved up 2 pixels
+ the above changes make the spike hitbox of jab 3 slightly easier to hit
= lots of small changes to older sprites to make them a little cleaner
= small touchup to the level 9 AI

Update: 18 Apr, 2021 @ 3:06am

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= little update to some more sprites. still a work in progress, though her tail was missing on a few sprites so fixed that
= AI update. She does a lot of special spam now, as it should be

Update: 17 Apr, 2021 @ 7:53am

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= two CSS colors have the gremlin back!
= touchups to a bunch of sprites, mostly on the older movement animations and dspecial

(Some sprites are untouched from early in creation, when I had zero idea what pixel art even was. Going to take a little while to address each sheet.)

Update: 16 Apr, 2021 @ 8:15pm

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= small pixel fixes to a sprite here and there, nothing fancy
= inverted the eye colors for the new CSS art

Update: 16 Apr, 2021 @ 5:35am

Just a small shuffling of pixels. Nothing to see here, same as last build.

Update: 16 Apr, 2021 @ 5:10am

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= removed the hsp boost from hitting bair

(didn't like it, didn't feel rivalsy. I'll keep bair in mind when messing with moves in the future though.)

+ utilt scoop hitbox widened 2 pixels
- utilt scoop hitbox made 4 pixels shorter
= utilt scoop hitbox moved up 2 pixels

(Noticed the scoop was literally 1 pixel from hitting someone right next to you with the back hit. So, I widened it a little bit to allow that to happen. Since it was looking a little too big for my liking, I shifted it around and made it shorter to compensate.)

= the absa alt color I thought got deleted by accident was still there after all
= new CSS/small result art by the super talented Regina

(I have to find a way to get the gremlin back in there on certain colors, but for now every color will be the new art.)

Update: 16 Apr, 2021 @ 2:42am

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- bair's first hitbox removed
+ bair's hitbox now active 5 frames from 4
= bair given a little 3 hsp boost on hit
= some small changes to bair's sprites
+ bair base knockback 6.1 > 6.2
= bair hitpause/scaling matches kragg's fair

(I didn't like that new hitbox on this move, a lot of times the hitpause would occur on a frame with no impact, and it felt off. So I just lessened some of the smear and placed more emphasis on impact with the small boost forward on hit. I think it feels alright but still not sure, will keep an eye on it.)

Update: 16 Apr, 2021 @ 2:40am

I literally just keep hitting upload by accident at this point.

Update: 15 Apr, 2021 @ 7:22pm

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- dstrong projectiles now properly get cancelled if getting hit between spawns
+ dstrong made more active, the first frame of the tentacle appearing is now a hitbox

(General qol changes for the move. Less chance of people simply walking through it, along with proper disruption if you get hit while using it.)

+ bair given a new 2 frame hitbox during the frames where she throws herself backward
+ bair late hit height increased 2 pixels
+ bair late hit given kragg treatment to hindquarters
= bair base hitpause 7 > 8
= bair hitpause scaling .4 > .45

(Bair was a little bit underwhelming in terms of actually hitting it, so made that a little bit easier. The two hitboxes are similar in everything except size, location, and the inability for the first to reverse-hit. The late hit still can, though. To compensate for the quicker hitbox, the startup has been adjusted slightly as well. The move is now active on frame 11 instead of frame 12, and active for 2 total frames longer accounting for the new smaller hitbox.)

+ jab 3 startup reduced by 1 frame
+ jab 3 active frames increased 4 > 5

(Move is still the same total length, just active 1 frame longer)

= color added

Update: 15 Apr, 2021 @ 7:20pm

(Ignore these, was testing something about workshop updates and it messed up lol)