Rivals of Aether

Rivals of Aether

Kunio
Showing 1-6 of 6 entries
Update: 25 Sep @ 3:58pm

v1.4
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*** Computer Player AI ***
=Modified the way ai selects close side attacks.
=Improved the code that keeps high level ai from attacking away from its target.
=AI is no longer defensive if target is in a disadvantageous state.

Update: 20 Aug @ 1:54pm

v1.3
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*** Computer Player AI ***
=Updated the ai to have the new features given to Spike.

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*** Workshop Compat ***
=The ghosts in Outskirts Invasion no longer go through the process of
-throwing Kunio when they are countered.

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*** Misc ***
=Updated the config file to use the new steam account name.

Update: 18 May @ 11:55am

v1.3
-Updated the ai again. Improving the behaviors of avoiding respawned players, and
edgeguarding. Code for being defensive while recovering was also added in, and the
code for how projectiles are reacted to, and how to execute a few attacks has also been
improved on.
-Fixed an issue where the ai could drop through platforms during Grounded USpecial in a
way that ends the attack too early.

-Removed fastfalling for the following attacks:
FSpecial (during hand swipe)
USpecial
Aerial NSpecial
Aerial FSpecial
Aerial USpecial (unless during spin kick)

-Non-grabbed opponents can no longer get hit from NSpecial throws (unless it's the strong throw).
-NSpecial's throws now change the grabbed player's hurt sprite rather then their angle. This is
because the angling would not occur if the garbbed player's number is lower then the grabbing
player's number and also for hurtbox accuracy.
-There is now a cooldown to NSpecial's throws. Granting access to the last throw you did
once that cooldown ends. This is to prevent the annoyance of having to remember of what
your last throw was and wasting a successful grab.

-Kunio's hud now sets to being his happiest expression when successfully landing a final smash.

Added more Workshop compatibility:
Mt. Dedede Stadium
Boxing Ring
Dracula
Outskirts Invasion

Update: 28 Apr @ 11:01pm

v1.2
-Character is now labeled finished

-All sprites now have shading (which can be toggled on/off).
The hair also gets colored in-game now.
-Adjusted the y offset of most sprites. Most hitbox positions were also
slightly altered because of this.
-Fixed the dust and base hit effects from being the wrong color on the default.
I had to swap 2 colors for each sprite to do this, so the unmapped alt is inaccurate...
but I don't care. Because it looks weird.
-Updated the ai. Giving it intel on parrying projectiles, edge guarding, and
running from respawned players.
-Respawn Platform no longer gets shaded.

-Added Robbie Rotten alt. Comes with a victory theme (8-bit rendition by 8 Bit Planet).
-Updated the CSS display.
-Increased victory theme volume. An NES version as plays when shading is off.
-Added more SFX to the NES Mario alt, as well as a victory theme.

-Added built-in dust effects to some attacks.
-Gave Aerial NSpecial invincibility when countering successfully to prevent interruption.
-The headbutt for Grounded DSpecial now comes out more immediately after
getting parried.
-A visual effect and a sound effect now play when DSpecial is parried.
-The taunt sparkle and phone shine no longer get shaded (unless Game-Boy Alt is used).

-(Also had to redo some preview images since I changed the y position for each sprite by TWO pixels...)

Update: 13 Mar @ 10:46pm

v1.1

-You can now move slightly during Aerial USpecial's rise upward. This is
mainly to make hitting opponents with the spin kick slightly easier.
Higher CPU levels will also make use of this when attacking.

-Jab Hit 5's Knockback Scaling 0.5 -> 0.6
-Jab Hit 5's Hitpause Scaling 0.3 -> 0.4

-DAttack's Base Knockback 8 -> 9
-DAttack's Knockback Scaling 0.4 -> 0.6
-DAttack's Base Hitpause 4 -> 7
-DAttack's Hitpause Scaling 0.3 -> 0.5

-UTilt Sweet Spot's Base Knockback 10 -> 12
-UTilt Sweet Spot's Base Hitpause 4 -> 7

-FStrong's Angle 34 -> 40
-FStrong's Knockback Scaling 0.8 -> 1.1
-FStrong's Base Hitpause 7 -> 10

-UStrong's Base Knockback 1 -> 13
-UStrong's Knockback Scaling 0.6 -> 1.3
-UStrong's Base Hitpause 6 -> 9
-UStrong's Hitpause Scaling 0.8 -> 1.1

-DStrong Front Swipe's Knockback Scaling 0.7 -> 1
-DStrong Front Swipe's Base Hitpause 6 -> 11
-DStrong Front Swipe's Hitpause Scaling 0.8 -> 1.3

-Aerial NSpecial Final Hit's Base Knockback 8 -> 10
-Aerial NSpecial Final Hit's Knockback Scaling 0.7 -> 0.9
-Aerial NSpecial Final Hit's Base Hitpause 6 -> 8

-Aerial USpecial Spin Kick's Base Knockback 7 -> 10
-Aerial USpecial Spin Kick's Knockback Scaling 0.4 -> 0.7
-Aerial USpecial Spin Kick's Base Hitpause 6 -> 9
-Aerial USpecial Spin Kick's Hitpause Scaling 0.4 -> 0.5

-Aerial DSpecial Sour Spot's Knockback Scaling 0.8 -> 0.9
-Aerial DSpecial Sour Spot's Base Hitpause 6 -> 8
-Aerial DSpecial Sweet Spot's Knockback Scaling 1.1 -> 1.4
-Aerial DSpecial Sweet Spot's Base Hitpause 8 -> 11
-Aerial DSpecial Sweet Spot's Hitpause Scaling 1.4 -> 1.5

Update: 7 Mar @ 4:49pm

v1.0