Rivals of Aether

Rivals of Aether

Lilac the Dragon Girl (Remastered)
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Uppdatering: 21 mar, 2023 @ 9:53

v3.9

Added hurtground and bouncehurt sprites, edited uphurt and downhurt sprites to be a bit more different.

Recoded the boost meter to shine more often.

Fixed a bug with the Super Boost where the boost effect was being displayed at incorrect angles. by restoring lost code.

Made it so that the extra sparkles also appear at the end of a Dragon Boost

Changed the effect when your meter recharges to a dust effect

Also fixed a bug where if you enter super speed after the super boost that you don't have super armour on Cyclone.

Added Cappy compatibility

Uppdatering: 6 mar, 2023 @ 8:56

v3.8

Increased the landing lag of Dair from 5 frames to 12 frames and added proper Whifflag

All other variables have been increased in landing lag from 4 frames to 6, apart from Fair which has increased to 8 landing lag

Fixed an exploit that allowed you to instantly recharge your Dragon Boost meter by using USpecial.

Added a sound effect for when your meter recharges.

Uppdatering: 1 mar, 2023 @ 4:45

v3.7

Nerfs:

It is no longer possible to hitfall during UStrong

UStrong getting parried while on the ground will put Lilac into Pratland state

That's it, that's the patch.

Uppdatering: 26 feb, 2023 @ 6:53

v3.6

Dair can now be B-Reversed

Removed an exploit that allowed you to Dragon Boost out of a spring before the Special Fall starts which made recoveries more overpowered than intended.

Redesigned the Merga alt to look a lot more like Merga does with the addition of black to the pallet

Added Dialogue Buddy support for the following characters:

Shantae (G.B.A) (PS thanks for including Lilac in Shantae's own Dialogue Buddy compat)
Amy

Recoded the dialogue buddy compat to be a bit more smooth

Uppdatering: 12 feb, 2023 @ 14:55

v3.5

Jab Damage 6 -> 4

Removed Force Flinch from Jab because was causing a stun lock where just mashing attack allowed you to do 30 damage which is way too good on a speedy character.

Uppdatering: 12 feb, 2023 @ 10:17

v3.4

Nerfs:

Cyclone no longer destroys projectiles and has its priority set at the lowest so that most hitboxes can override it.

Dragon Star projectile now does 0 Damage and 0 Knockback, it only marks the opponents. So essentially its a horizontal Maypul projectile

Ftilt Startup 8-> 9
Utilt Startup 4-> 9
Bair Startup 4 -> 8
Nair Startup 6-> 9
Uair Startup 6-> 8

Parrying the rolling hitboxes during FSpecial now sends you into Pratfall instead of Dash.

Also in order to trigger the super dash out of a Dragon Boost you now have to be holding the button either left or right, otherwise it triggers Pratland (you are still locked out of your moves for pratland time when you enter this super speed state)

FSpecial can no longer be Shield cancelled, you now have to commit to it.

Ftilt has an extra animation frame to it and the smear frame has been edited to differentiate it from Jab a bit more.

Shields now reduce knockback by only 1/3rd, not 1/2

Fire Shield doesn't do damage while you're attacking.


Other Changes:

Boost meter actually starts full instead of half full.

Sparkle trail continues to spawn for a few frames after the end of a Dragon Boost

Made some adjustments to the AI to improve the standard AI.

Hit effect functions and AI predictions are now tied to frame rate to reduce potential slowdown operations.

Finally fixed a long time glitch where Lilac's double jump could be B-Reversed.

Effect depth changed when parrying or dodging

Earth shield has had its opacity reduced as the colours were making Lilac harder to read

Fixed the boost arrow being scrunched up from starting a Dragon Boost before Pangu has completely disappeared

Uppdatering: 7 feb, 2023 @ 11:47

v3.3

Emergency patch

Fixed game crashing if Lilac selects the Water shield

OK, now that the emergency part is over I did a bunch of other optimisation and balance tweaks

Removed a bunch of other sprites that were unneeded, including reducing the number of different sparkle effects in the game files and now moving them with code

Redid the game logic behind spawning sparkle effects during the charge up of the Dragon Boost in light of this.

Added an extra animation frame to the sparkle effect and shortened the animation playtime by 6 frames.

Redid the FP2 sparkles to be just 1 frame to match up with FP2 a bit better

Nerfed USpecial so that it doesn't have the spring come out immediately, there is now a 6 frame startup before the spring appears and Lilac's vertical speed is clamped before the spring comes out so that you don't lose height when trying to recover.

USpecial will see Lilac twirl around a bit more during the ascent.

USpecial sprites horns lacked shading, this has now been fixed.

Tweaked USpecial so that the peak of the high Cyclone happens at the start of the jump instead of the end just like in Freedom Planet

Adjusted the pratland time from this move to compensate for this.

All shields now use the same break hit effect to again reduce the number of hit effects so that the character loads quicker

Invincibility Shield has also been redone and now has its own shield pattern.

Removed the unused star particles effect from the files

Recoded the way that the hair is displayed behind Lilac during walk and running so that some variables can be removed from the character altogether and allow her to load quicker.

Trimmed the canvas of the Dragon Boost sprites and fixed an offset issue.

Uppdatering: 5 feb, 2023 @ 10:58

v3.2

Fixed a bug where the Boost Breaker projectile wasn't a multi-hit when it should be.

Fixed a bug where the sparkles on the results screen were playing incorrectly.

Recoded a lot of stuff, in particular regarding the Dragon Boost, in order to optimise the move and removing redundant variables. The entire character's code has been streamlined somewhat so that operations aren't running multiple times where possible.

Uppdatering: 4 feb, 2023 @ 9:14

v3.1

Fixed a problem with the voice button appearing in the wrong position.

Made a bunch of sprite and coding changes aimed at improving performance and using less memory.

Removed Anguish Kirby compatibility, Lilac is now only compatible with Dream Collection Kirby

Merged several sprites together to stop the game from drawing so many sprites at the same time as each other, with Cyclone and Dragon Boost in particular taxing the game by drawing two additional sprite indexes in addition to the sparkle effects which was a problem for Dragon Boost because of how fast the move is. So NSpecial_Air, FSpecial, Final Smash, Nair, Dair and DStrong all use a single sprite instead of a combined one. This has the unintended side effect of the sprite on the CSS having a blue and pink aura around it but thats OK because it looks cool that way.

Change the hair sprite that is used when Lilac is running so that it looks more natural.

Resprited Bair so that it looks more natural and less stiff, Lilac now has more natural motion when performing this move and when moving back to idle.

Changed the first frame of Dtilt so that the foot is now further back.

Added a different facial expression to Ftilt to make the move look slightly different.

Altered backend code regarding the shields to further optimise performance.

Uppdatering: 2 feb, 2023 @ 9:52

v3.0

Version 3:

Reshaded every sprite to simplify the colours slightly and help her fit in with the Rivals of Aether artstyle a lot better. The hair attacks now all use purple smears
Altered the animations of several moves including FSpecial, Jab, Ftilt, NSpecial, Utilt, UStrong and DStrong for greater clarity and also to ensure that the moves can be more easily read and distinguished from one another.
Lilac has a few new moves in her kit taken from Freedom Planet 2, namely a new FStrong and a new Fair, these have been added as a way to have more distinct moves from Jab and Dash Attack which previously used the same animation frames
The new FStrong now does 10 damage instead of 9.
New Fair damage (non-sweetspot 5->6)
Dair now longer freezes her in midair when used which is more accurate to the original dive kick from FP.

UStrong damage has been buffed from 5 total to 9 total, 7 if you only land the second hit
Nair has been buffed so that all hitboxes do 2 damage, for a total of 8 damage if you land them all
Uair 4->6
Bair 4-> 6

NSpecial I felt needed to be a bit more useful to warrant a place in the kit but it can't be too good so Hair Projectiles have a new use, they now mark your opponent with a blue outline. This blue outline lasts for an extremely short amount of time but it powers up Lilac's Cyclone, Dragon Boost, Rising Slash and Dive Kick. You've got to hit your opponents while you can but luckily she is extremely fast.

Cyclone has been reworked a fair bit. The Neutral Special version now only does polite damage, this is due to it being tied to double jump and therefore creating a hitbox without much of a way to react, so in order to reduce her aerial advantage in such a scenario you have to combo into it.
Grounded Cyclone (Dstrong) has a few new tricks to it. It has been made much closer to its behaviour in Freedom Planet whereby you can carry your momentum into it. However unlike FP you will only go at half the speed that you were carrying into the move instead of all your speed, I felt this would feel better in the context of a platform fighter.
Grounded Cyclone can also travel off platforms and Lilac will float in the air if this happens.
The Grounded Cyclone variant has a distinct difference in appearance now as like in FP2 Lilac's hair will twirl at an angle and move towards the other, hitboxes have been adjusted to this difference.
It is now possible to fast fall during a Cyclone.
You can also jump if your in a Cyclone while on the ground
Because of the tweaks made to Grounded Cyclone the move has an extra frame of Endlag, however the way its Endlag works means that the move subsequently has less Whifflag
Aerial Cyclone has been given a small set of startup frames so that the move can actually be parried.
Opponents with a Star Mark will always enter hitstun no matter if they are already in hitstun or not.

Dragon Boost has seen a major tweak in terms of how the move works. Previously the move was a 28 frame startup move. However the move is now 7 frames of startup instead. But the previous 28 frames are now the start of the attack as to match the source material more closely she has a hitbox on the rolling part of the animation.
Lilac now has soft armour on the rolling part of the animation.
Opponents with a Star Mark take extra damage and knockback from a Dragon Boost hit.

The Super Dragon Boost also receives the same tweaks, both for the Final Smash version and for the Chaos Emeralds version. The Final Smash version doesn't affect Game Speed during startup anymore, instead its a 60 frame startup before the charge.

Fixed a few lingering issues regarding hurtbox changes out of Dragon Boost, where the Hurtbox wasn't being changed if the boost is cancelled by a wall jump or wall tech.

When the Dragon Boost meter recharges Lilac will now flash white briefly via outline to indicate that her boost powers are back.

Dragon Boost charge up sound effect has been replaced so that its no longer too short.

Spring has seen a few tweaks. It can no longer launch projectiles, only players and added to that, only if the players are airborne when they hit the spring.
Furthermore, the spring's interactions with Dragon Boost have been tweaked slightly. Lilac will now bounce off springs like they were walls, either cancelling into a Boost Breaker or being reflected. When hitting a spring from above the move is cancelled.

The unique Special Fall status is now properly indicated by Lilac's Pratfall sprite being used during it to indicate that you can still use all moves but the Dragon Boost while in it.

The opacity of the shields has now been tweaked as the effects were obscuring Lilac's attacks and making readability impossible. Now with the lighter tones she should be more visible.
The shield code has also been tweaked so that certain shield effects are now behind her instead.
The petals on the Wood Shield have been completely redone so that they now fall a lot more gracefully and slowly and also rotate in the process.
The Water Shield now has bubbles in the background
The Fire Shield now has its second effect moved to behind Lilac
Removed the knockback adj change on shields, you already take half knockback, adding that was just overkill
Removed the soft armour on shields, it has been replaced with taking 1% less damage on hit

The Shield icons have been completely redesigned. Instead of being small icons labelled, they are now the dice cubes from the Bonus Game from FP1
While you're attacking the shield counter will not advance. This is to ensure that you get the shield you were aiming for when you pick DSpecial.

The Wood Shield has been nerfed. The healing effect for doing 20 damage is now just 1%, this is mainly because healing is pretty broken in general so the effect has been minimised in usefulness. Even if the shield effects are pretty powerful due to being balanced by their randomiser availability, this one went a bit too far.

Added dialogue buddy compatibility with Daora, with Lilac having a unique line (they are both water dragons, it makes sense to include)

Added additional support for the Air Dash buddy whereby the animations while using it change into the Blink Dash and she goes even faster when hitting the ground

Lilac now has custom hit effects, taken from Freedom Planet 2 but that game only has 2 hit effects so I had to make some of them different heights from each other.

Added the Rivals confirm sound effect to the voice button

Added Childe compatibility

Changed the colour of the win screen to match Rivals of Aether win screens a bit more.

Added a custom land sound effect