Rivals of Aether

Rivals of Aether

R-00 - Logical Jetstream
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Update: 2 Nov, 2019 @ 12:37am

v2.1

Update: 1 Nov, 2019 @ 3:56pm

v2.0

Update: 1 Nov, 2019 @ 3:40pm

v2.0

R-00 Redux Beta is live! Pretty much everything has been changed, check it out!

Update: 12 Oct, 2019 @ 10:41pm

v1.22

Changes:

-Added swoosh sound for Fair

-Adjusted the taunt colors to work with the alternate palettes

-Fixed palette crash

-Removed the ungodly abomination that was an attempt at an AZ skin (it will come back proper at some point!)

Update: 9 Oct, 2019 @ 2:56pm

v 1.21

Changes:

- "r00_wall_omit" variable added (if creators want their stuff to not interact with R-00's wall, set this in the init of the object.)
- Momentum Reversal will now act on first frame where speed is not being set by window values
Essentially allows R-00 some leeway with nspecial inputs instead of getting screwed for mistiming
- Star no longer causes wall to freak out
- Added a sound for when Star gets collected
- Taunt added

Update: 5 Oct, 2019 @ 1:25pm

v1.2 (displays 1.0 for some reason)

Changes:

-Added Kirby support!
When kirby inhales R-00 he gains his neutral special - can reverse his momentum in the air once per resource refresh


How to push updates into Kirby/Other characters:

1. In update.gml along with copying the attack values to the enemy kirby, set an arbitrary value in an unused window for checking later. For example:
set_window_value(AT_EXTRA_3, 2, AG_WINDOW_ANIM_FRAMES, 'value');

2. In whatever script you want to have kirby run:

if enemykirby != undefined { //if kirby is in a match & has swallowed the character
with oPlayer { //Run through all players
if (get_window_value(AT_EXTRA_3,2,AG_WINDOW_ANIM_FRAMES) == 'value') { //Arbitrary value in an unused window
//your code here
}
}
}

3. To simulate attack_update, use this in update.gml:

if enemykirby != undefined { //if kirby is in a match & swallowed
with oPlayer { //Run through all players
if ((state == PS_ATTACK_AIR || state == PS_ATTACK_GROUND) && attack == AT_EXTRA_3) {
//your code here
}
}
}

Update: 1 Oct, 2019 @ 3:41pm

v1.19

Changes:

-USpecial has a 1 second cooldown

Won't be making many more gameplay changes until I can play test him more against actual players (read: workshop online works better w/ custom chars). Please be patient for the sprite update, it will take some time!

Update: 26 Sep, 2019 @ 2:49pm

v1.18


-Added Color Palettes!

Update: 25 Sep, 2019 @ 5:34pm

v1.17

-Fixed some sprite misalignments

Went through the aerials today to make some minor adjustments to better fit RoA's frame data:

-Uair sourspot has more knockback & scaling (6 & .7 )
-Uair sweetspot has more knockback & scaling (7 & 1)
-Uair body hitbox has less knockback & scaling (5 & .5)

-Dair has slgihtly more knockback growth (.3 -> .4)

-Nair comes out frame 5 (properly this time)

-Bair has slightly more knockback growth (.4 -> .5)

-Fair sourspot has more knockback growth (.4 -> .5)
-Fair sweetspot shrunk to fit the sprite more & has higher priority (1 -> 3)

Update: 24 Sep, 2019 @ 9:34am

v1.16

Changes:

-Weight increased to .95 (from 1)
-Gravity increased to .35 (from .3)
-"max" air speed reduced to 7 (from 10) (NOTE: This value is used only for natural acceleration, half of R-00's moves break this speed limit.)
-Waveland friction reduced to 0 (from .04)

These changes were made to both make R-00 more finely controllable and easier for opponents to hit

-Nair tail hitbox split (front comes out at 5 frames, then back at 7)
-Nair tail hitboxes shrunk to match the sprite
Nair's old single hitbox made a huge disjointed hitbox on frame 5, making nair a great approach, combo, and get off me tool.

-Utilt startup increased to 10 (from 5)
Utilt covers a lot of options, it now needs commitment.

-Dattack startup increased to 10 (from 8)
-Dattack knockback growth reduced to .5 (from .6)
-Dattack endlag increased to 15 (from 10)
Dattack was abusable as an approach option that could true combo into dtilt at low percents and kill at high percents.