Rivals of Aether

Rivals of Aether

Travis Touchdown
Showing 51-60 of 142 entries
< 1 ... 4  5  6  7  8 ... 15 >
Update: 8 Jun, 2020 @ 7:52pm

Extra patch 3
Final minors things

-Miiverse Support Added!
-Tweaked the movement control of Fspecial once more, oponent has slightly more control while the suplex is at its highest point, but a little less during freefall.
-Tweaked some No-Battery knockback values.

Update: 7 Jun, 2020 @ 1:34pm

Extra patch 2 : Tournament feedback!
Travis got his tournament debut in yesterday's Workshop Weeklies!
The following changes are based on feedback received:

NSpecial:
Now, when Travis gets hit, the proyectile disappears.

Fspecial:
-The oponent has increased control of the suplex ( more than Travis now)
-Suplex refreshes oponent's airdodge, this is to help them recover if they manage to walljump out of the suplex.
-Kirby suplex has been updated with these changes too

Overcharge / Discharge
-Dspecial now stops all extra battery drain! (Only for Overcharge)
-Dspecial duration is now the average one instead of using the fastest one.
-Only the charge sound effect plays.
-Theres a new indicator that shows the stopping point of both Overcharge and Discharge!

Voiced mode can now be cancelled by the oponent by holding Attack or Special during intro.
New Kirby ability icon!

Update: 6 Jun, 2020 @ 12:43pm

Quick fix patch

Fair: Top- low priority hitbox no longer spikes
Dattack - Battery consumption buff reverted: 3 -> 4
Nair can now be hitfalled again!
Fixed a potential bug where Travis would be stuckexecuting the nspecial to fspecial transition when hit by a move with no knockback.

Update: 4 Jun, 2020 @ 9:42pm

VERSION 1.7 : THE FEEDBACK UPDATE

After one crazy month for Workshop and a new character on my behalf. A new Travis patch has arrived!
This update focuses on 2 things: Improving consistency on some moves, and just straight up buffing Travis.
Special thanks to user "Lu" for giving me some amazing feedback and helping me test this update.

USPECIAL LOGIC REWORK
-Both Hitboxes now SHOULD connect consistently into eachother, a new knockback logic has been added.
-The No-Battery version of the move now uses this new knockback logic too.
-To improve consistency, the Launching-up Hitbox becomes a soft spike during it's final actives frames.
-Hitboxes now gain the 'Untechable' property when the move is performed midair. Touching the ground at any time during the startup of Uspecial makes the move behave like always (Techable hitboxes).
-Uspecial now uses new custom hitstun logic to ensure that, even if the first hitbox cause minimal knockback due the height of the oponent, the hitstun applied is consistent enough to prevent the enemy from escaping.
- I think this is pretty much the most reliable this move can be without turning it into a 'grab'. Things like the weight of the oponent or fall speed still affect the behaviour of this move, it has been pretty consistent during my testing thought.
Uspecial can now work as a kill confirm when used in the air, it can be followed by Ftilt, Ustrong or Utilt

NSPECIAL PROJECTILE BEHAVIOUR REWORK
-Having gained projectile knowledge from making Doc Robot. I have redone the Nspecial projectile logic:
-Projectile logic is now completely separated from Travis. The Beam katana will return to Travis regardless of his
current attack or state. The sword dissapears once it reaches Travis' current X position.
-Cancelling Nspecial into Fspecial no longer makes the Beam katana disappear. It will now finish it's patch regardless if Travis is mid-suplex or if Travis has been hit.
-To avoid any new 'Stun shennanigans', once the QTE is executed, the returning projectile loses knockback and extra hitpause, become purely a damaging hitbox.
-Extra hitpause decreased by 1.
-All these changes mean that, Nspecial projectile now behaves correctly against Clairen's No Fun Zone.

NEW FEATURE: ENHANCED OVERCHARGE
-Manual Overcharge has been buffed! Travis now regains his full battery meter after this new Enhanced Overcharge ends naturally. Parries still give Travis normal Overcharge, Enhanced state is exclusive to the manual version.
-Enchanced Overcharge uses a combined Battery Bar for the HUD. Its pretty much an entire extra bar to use.
-Refreshing your Enhanced Overcharge with a parry does not downgrade it to a normal Overcharge.
-Getting parried during Enhanced Overcharge will still leave you with full battery bar.

MINOR FSPECIAL TWEEKS
-Fspecial now takes into account the grabbed oponent's directional inputs when moving Travis in the air: the enemy now has some degree of control of where the suplex goes. If Travis and his grabbed victim hold separate directions, the suplex pretty much goes straight down.
-Kirby copy ability has been updated to reflect this changes to Suplex
-Getting your NSpecial to Fspecial QTE combo parried now resets it's off-ledge property.

FRAME DATA CHANGES: Pretty much all buffs

Fstrong, Dstrong and Ustrong endlag decreased: 20 -> 19
Ftilt endlag decreased: 15 -> 14
Dair endlag decreased: 18 -> 17
Dtilt endlag decreased: 14 -> 12
Utilt endlag decreased: 12 -> 11
Dtilt and Utilt can now be followed by a Bair or Uair more consistently at mid to high percents.

Bair startup decreased: 16 -> 15
Fair startup decreased: 17 -> 16
These two moves are now reliable combo enders.

Dtilt active frames increased 4 -> 5

MOVE UPDATES:

-Fair base knockback reduced: 7.5 -> 7
This move was galaxing a bit earlier than anticipated, so this reduction was necessary.

-Dtilt knockback grow increased to 0.6.

-Dattack final hit knockback grow increased to 0.6.
-Dattack ground friction decreased. The move covers a little more distance.
-Dattack battery cost has been reduced from 4 to 3

-Nair Drift and SDI multipliers slightly decreased: 1.4 -> 1.35

-Strong charge sidestepping movement increased by 20%

GLOBAL CHANGES:

-No-battery attacks no longer have wifflag. This is a little extra quirk to better sell that, once the battery is depleted, all moves turn into fast low damaging versions of themselves.
-No battery hitboxes Hitstun multipliers have been increased: 0.7 -> 0.75 for ALL moves.

Overcharge / Discharge changes
-Getting a parry on the oponent while Overcharge is already in effect refreshes your Overcharge.
-Getting parried by the oponent while Discharge is already in effect resets your Discharge.

There has been a general hitbox size increase. To better cover all sword trails for normal attacks.
Its mostly a small size increase. The most notable moves include:
-USpecial getting more horizontal range.
-Dash attack connecting more reliably at close range.
-Utilt covering slightly more horizontal space.
-Fair getting slightly wider hitboxes.
-Dstrong connecting more reliably.
-Nair is untouched lol , no worries.


MISC. CHANGES:

-Rat support added!
-A bunch of visual fixes to sprite animations!
-Sprite offset tweeks for Idle, Walk, Dash, Intro, Taunt, Parry and Parried (New).
-3 new colors added! Travis now has all 16 recolors!
-CPU Travis can now walljump out of Fspecial for recovery
- All Runes affected by all these changes have been updated accordingly!

BUG FIXES:

-Fixed a bug where one fo the damaged voicemode grunts was not playing.
-Fixed a bug where Jab and Nspecial ended Overcharge early when parried
-Fixed a bug where wall-teching always used the full battery sprite
-Fixed a bug where getting a parry when Overcharge was just about to end resulted in a prolonged Overcharge state.

And thats it!
It may not seem like much, but these changes really improve the gamefeel aspect of Travis!
Once again, special thanks to user "Lu" for all the help. Im always open to feedback regarding Mr. Touchdown!

Update: 26 Apr, 2020 @ 8:06pm

It's been a while since the last update, so heres a small one

Walk animation speed reduced slightly.
Overall Hitpause slightly increased to all moves.
Air_accel decreased from 0.3 to 0.28 . A subtle air mobility nerf
Max_Fall decreased from 11 to 10.5
Since Travis does not normally gets into pratfal the air_accel multiplier that normally is atributed to pratfal did not use to affect him,
now this multiplier is applied to the free fall part of USpecial.
Fair, Bair, Dair and Nair landing lag reduced from 10 to 9. Subtle lag decrease to compensate mobility nerf
Custom color improvementes thanks to the Color Helper!
A new custom color based on Kimmy Howell has been added!
In game description overhaul!

Update: 4 Apr, 2020 @ 4:06pm

SMALL QUARANTINE UPDATE

Animation tweeks:
Tweaked some sprite offsets for the following animations:
FSpecial
NSpecial
USpecial
Roll
Crouch
This results in no more sudden position jumps.

Balance changes?
Honestly these are very slight:
Utilt damage increased from 6 to 7
Dtilt overall lifetime increased from 3 to 4 frames

Bug Fixes:
-Fixed a ... potential? bug where FSpecial Grab would still transition into a suplex even after missing.
I caught this bug on a stream but i have not been able to replicate it... im still implementing some measures to stop this from hapenning
-Fixed a shading error with the Bizarre Jelly 5 custom color, it now looks way better.
-Fixed a bug where, the first USpecial used in a match did not used the correct knockback value.
-Fixed a bug where, sometimes cancelling NSpecial into FSpecial spent 1 bar of battery.

Misc:
-There is now only 1 possible Walljump Voiced mode voiceline.
-Pitch and volume adjusted for some Voiced Mode Taunt messages.
-Added a unique "No suplex" case for FSpecial when fighting GodKarMachine or any other character inmune to hitstun.
-Added a no_absorb property to the NSpecial projectile. For G&W
-Travis taunt message RNG has been adjusted for voiced messages.
-Travis "CyberSpace" skin is now correctly refered to as "Cyber Cell" (Thanks to user Meddadius)

CPU AI ADJUSTMENTS
Travis CPU : Fixed a bug where Travis could not recover correctly in some custom stages
Travis CPU : Fixed a bug where Travis could rarely airdodge out of suplex
Travis CPU : Fixed a bug where Travis could double jump out of hitstun in custom stages
Due to many accidental suicides, CPU Travis will no longer use USpecial as a neutral move, it is now only used for recovery.

Update: 23 Mar, 2020 @ 4:21pm

JUST A QUICK BUGFIX / AI UPDATE

-Travis CPU now may charge battery after ko-ing an oponent.
-> If battery is almost full, CPU Travis will taunt instead!
-Travis CPU now should be a little less trigger happy with USPECIAL
-Travis CPU now correctly recovers with FSpecial, no more instant sds if sent on the oposite direction.

-Fixed a bug where Travis spent less battery than supposed to when performing Malfunction Taunt.
-Fixed a bug where, if Travis died while in a specific point of Overcharge, the variables were not correctly reset.

Update: 15 Mar, 2020 @ 1:18pm

TRAVIS - DITTO SHARED UPDATE:
Otto Support Added!
Slight movement adjustements:
max_jump_hsp =5.5; -> max_jump_hsp =5;
walljump_vsp = 12; -> walljump_vsp = 11;
Uspecial now gives Travis double the air friction: from 0.03 -> 0.06
UStrong hitbox priority bug fixed: The middle hitbox had more priority than the strong one.
Slight FStrong tweeks to Startup animation frames.
Dstrong overall duration decreased: 15 frames -> 12 frames. To make the animation flow better.
Malfunction Overcharge activation startup slightly reduced. I want to make this move a better option but im still keeping it slower than Etalus Hammer.
OffStage Indicator replaced. Bye Mixels.

Big CPU AI Improvements:
CPU Travis will now charge his battery more often
CPU Travis will now charge his strong attacks and sidestep!
CPU Travis will now use FSpecial as a recovery option
CPU Travis will now use the NSpecial to FSpecial cancel based on distance to oponent
CPU Travis will now use DStrong to punish a parried oponent
CPU Travis will now stop chargin his battery if an enemy comes too close
CPU Travis will now jump after a succesful Suplex for an aerial followup.

Update: 5 Mar, 2020 @ 1:53pm

SUPRISE EXTRA PATCH : CSS AND BUG FIXES
Fixed a bug where USpecial spent 5 battery energy instead of 3, my apologies for this one.
Fixed a bug where the VoiceMode activation sound played constantly if Travis was left idleing.

Sprites for Tech, Waveland, Parry and Airdodge now keep the beam katana color: This results in better looking evation animations.
Walkturn and Dashturn animation improvementes.

Added a bunch of cool stuff thanks the the new CSS_Draw and the templates made by Muno!

This patch was mainly made to get some minor things adjusted for the legality submission process.

Update: 1 Mar, 2020 @ 8:03pm

Extra Update 3: Bugfixes

Fixed a bug where the 35th Taunt message did not play its voice mode clip.
Added a second Voice mode activation sound (Picked at random).
Increased the window for Voice mode to be enabled.
Nspecial proyectile is now a little closer to the ground.