Rivals of Aether

Rivals of Aether

Tom & Jerry
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Update: 4 Jul, 2020 @ 1:55pm

v3.5

The Yankee-Doodle Mouse Update

This update is really just a hotfix for v3.4 that should make some things easier. Remember when Tom & Jerry's special cooldown times were really short? Well, prepare to live those days again!

Neutral Special:
-Cooldown time decreased to 3 seconds (previously 5 seconds)

Forward Special:
-Cooldown time decreased to 5 seconds (previously 10 seconds)

Extra:
-Adjusted Abyss Rune E.
-Adjusted the damage output on Kirby's Copy Ability to line up with Tom's, specifically the shotgun.
-Removed any and all unnecesary extra code that involved Tom & Jerry's old Down Special.
-Made some minor adjustments to infoboxes + character descriptions.
-Made some minor adjustments to Trummel & Alto's codec conversation.


With all of that said and done, this'll be it for the time being. At this point, I don't think Tom & Jerry really need anymore updates from here on out, even though I said that the previous update would be just that. Of course, I'm now more confident with that statement. So, until next time!

Update: 30 Jun, 2020 @ 6:42pm

v3.4

The Nameless Update

Long time no see! This update contains various changes made to Tom & Jerry, some moves have received complete overhauls!

Major Changes:

-Up Air: Reworked! The move is basically the same, but it is no longer endless. It can hit up to 4 times.

-Down Special: Completely New! Down Special is now a counter. Tom and Jerry will still take damage even if the counter lands. Tom and Jerry still take damage even if the counter succeeds. It is a bomb after all.

-Forward Special: Completely new! The move is pretty much Banjo's Wonderwing now. As such, it has a new animation! It deals 15 damage and has a 10 second cooldown. Tom and Jerry are still invincible while using the move.

Other changes:

-Updated Tom & Jerry's character info boxes in tandem with their new changes.

-Some of Tom & Jerry's Abyss Runes have been adjusted to accommodate for the move changes.

-Tom and Jerry now take less knockback from all attacks (Knockback_adj decreased from 1.1 to 0.9).

-Neutral Air: The hitbox creation frames have been spread out a bit, meaning that the move is a little slower now, but it also lasts a little longer.

-Forward Air: The move has much less startup.

-Down Air: The move has less startup.

-Back Air: The move has less endlag.

-Up Tilt: The entire move is slightly faster.

-Forward Tilt: The move now has less startup.

-Forward Strong: Damage increased.
Sourspot: 12 > 13
Sweetspot: 15 > 17

-Up Strong: The move has less endlag.

-The once glitchy alts that now work have new color schemes and names:
"Simpsons Ripoff"
"Bleeding Synth"

Q: Why were these changes made? What happened to old up air, old forward special, and old down special?
A: Old Up Air just sucked, old Forward Special made no sense and was also pretty much useless, and
as far as old Down Special goes, the heal was literally pointless, and it also sucked. Out with the old, in with the new!

Q: Why is Fspecial like Wonderwing now?
A: I like Banjo. :)

Q: Why is Dspecial a now a counter attack?
A: I like counter-attacks. Got a problem with that? :)

This will probably be the last update for awhile, and I'll also be putting all of my future Rivals projects on hold as well. I'll come back to them only when I feel like it. In the meantime, take care!

Update: 14 May, 2020 @ 12:42pm

3.3

The Giik Update

GIIK SINGLEHANDEDLY FIXED EVERYTHING!!! ALTS 8 AND 11 NO LONGER CRASH THE GAME ON NSPECIAL!!!

I'm actually freaking out... but basically the bug is fixed and you can now use Alts 8 and 11 as much as you want!

Because of this, the bug feed discussion thread has been removed.

Update: 23 Apr, 2020 @ 1:18pm

v3.2

Not a very huge update, this one is basically another balance patch/hotfix.

Up Strong:
-The attack window where the multi-hit is active is slightly shorter and faster. (48 frames > 36 frames)

Misc:
-Tom and Jerry have a brand new tech animation.
-Some sound effects have been changed around.

That's pretty much it for now. I'm hoping that I can take a bit of a break from modding this game for the time being because I have classes to finish up this semester, and I just want to do my own thing at my own pace. Of course, I'm still going to work on and finish the other mods that I have planned for this game like Nox, maybe Shrek, and this one other idea that I had. But until then, see you around!

Update: 19 Apr, 2020 @ 2:52pm

v3.1

This update has mostly balance changes and hotfixes.

Balance Changes:

Forward Strong:
-Sweetspot X-Offset adjusted to be closer to the center of the flame. (36 > 41)

Neutral Special:
-Cooldown Time increased. (3 > 5)

Forward Special:
-Cooldown Time increased. (2 > 3)

Down Special:
-Cooldown Time increased. (5 > 10)

Runes:
-Rune N Has been adjusted: Every cooldown is set to one second. This change has been made to improve the use of this specific rune.

Up Tilt:
-Both hitboxes no longer come out at the same time, but the lifetime on both hitboxes is now 3 frames instead of 5..
-The first hitbox in front of Tom still comes out when it did before.
-The second hitbox above Tom comes out on frame 5 of the attack window.

Down Tilt:
-The width of the hitbox on the second hit has been increased.

Forward Air:
-Increased Startup
-Sweespot Base Knockback decreased. (5 > 4)
-Sweetspot Knockback Scaling decreased. (0.8 > 0.6)
-Sweetspot Angle adjusted. (315 > 290)
-Sourspot Base Knockback decreased. (4 > 3)
-Sourspot Knockback Scaling decreased. (0.7 > 0.4)

Up Air and Down Air:
-Along with jumping/using a special, Up Air and Down Air can now be cancelled by airdodging and wall jumping. However, as always, Down Air still can not be cancelled into anything else unless Tom and Jerry are still airborne after 40 frames of descending.

That's pretty much it for this one, cheerio!

Coming Soon:
???
:)

Update: 14 Apr, 2020 @ 8:18pm

v3.0

The Ultimate Update!

Welcome to Tom and Jerry v3.0! This update adds various enhancements and improvements to the duo fighter! One of the biggest parts about this update is that Tom and Jerry finally have their own Abyss Runes! Some of these runes introduce entirely new attributes, and other runes bring back older attributes that Tom and Jerry used to have in patches from the past, but all of them modify the duo in crazy ways!

-Rune A: Global stat boost.

-Rune B: TAUNT is now an attack.

-Rune C: NSPECAL travels faster and moves in a straight line.

-Rune D: USPECIAL grants invincibility and travels further.

-Rune E: Tom and Jerry's gravity is decreased during UAIR.

-Rune F: The sweetspot on FAIR is slightly bigger.

-Rune G: FSPECIAL gains a dangerous hitbox that sends opponents backwards.

-Rune H: The sweetspot on FSTRONG is much larger.

-Rune I: Tom and Jerry travel much further during DSTRONG.

-Rune J: DAIR descends faster, but has more damage and knockback.

-Rune K: All strongs are faster.

-Rune L: All strongs deal more damage and knockback.

-Rune M: DSPECIAL heals double the percent.

-Rune N: All cooldown times are cut in half.

-Rune O: NSPECIAL deals a crapload of knockback. Seem familiar?

To use these runes, you will need to have Supersonic's Abyss Rune Buddy Downloaded: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1927636848
Huge shoutouts and special thanks to Supersonic for creating the Abyss Rune Buddy and for helping me get the runes working!

But that's not all!

Art Changes:

-New animation for Jab! This only applies to the 2nd and 3rd parts of Jab. On the animation for Jab 2, Tom will perform a Tornado-Kick instead of going for a low scratch. The animation for Jab 3 is basically and improved version of Tom and Jerry's old Forward Tilt, in which Tom will pretty much take a swing at his enemies while holding Jerry. The old animation made it look painful for Jerry, so instead of him hitting with his head, Jerry's arms extend outwards a little bit so that he hits with his fists. Additionally, the smear on this part of the attack now matches Jerry's color.

-New animation for Forward Tilt! The attack is exactly the same, but the new animation consists of Tom performing a Horse Kick. This animation is heavily inspired by Sonic's Forward Tilt in Smash Bros.

-Fixed animation for Up Tilt. Jerry no longer falls off of Tom's back during this attack.

-Fixed animation during up special. The animation was playing a little too fast before.

Balance Changes:

Jab:
-To accomodate for the new animations, the hitbox for the final hit has been adjusted so that it reaches further. In balancing terms, the X offset on said hitbox was adjusted. (33 > 43)

Forward Tilt:
-Increased the amount of startup frames has been increased. (4 > 7)
-The hitbox size has been slightly increased to accomodate for the new animations.
-Hitbox lifetime decreased. (10 > 7)

Forward Air and Forward Strong:
-New visual hit effects have been added so that it's easier to tell whether the sweetspot or the sourspot hits.

Up Special:
-The length of the final recovery window has been increased by one frame.

Down Strong:
-HSPEED during the attack window has been increased (6 > 8). All this means is that Tom and Jerry cover a little more distance during Down Strong. Rune I does a similar thing, but goes even further.

Update: 5 Apr, 2020 @ 12:21am

v2.19

Secret Update Hotfix

Nothing really changed... except for a few things :)

Forward Strong:
-Sweetspot knockback scaling increased (1.1 > 1.3)
-Sweetspot width and height increased (2x2 > 3x3)
-Sourspot knockback scaling increased (0.9 > 1.0)

Down Strong:
-Sweetspot knockback scaling increased (1.2 > 1.3)
-Sourspot angle adjusted (57 > 47)

Up Strong:
-Final hit knockback scaling increased (1.1 > 1.2)

Update: 4 Apr, 2020 @ 9:24pm

v2.18

The Secret Update

It's called the secret update since I'm shadow-dropping it like that Nintendo Direct Mini, because why not. This is another balancing hotfix that I wanted to make before adding Abuss Runes, which unfortunately were not ready to be implemented yet, but are definitely up next, as I have a good amount of them planned already to start making them. They will be released along with Tom and Jerry v3.0. Update 3.0 is also going to have a brand new trailer to go with it because the update is supposed to be a big one.

Forward Strong:
-Startup window length increased (10 > 18)
-Sweetspot knockback scaling increased (1.0 >1.1)

Down Strong:
-Startup window length increased (11 > 15)
-Sweetspot knockback scaling increased (1.1 > 1.2)
-Sweetspot base hitpause increased (12 > 15)
-Sweetspot hitpause scaling increased (0.9 >1.0)
-Sweetspot damage increased (11 > 13)
-Sourspot base hitpause increased (4 > 8)
-Sourspot hitpause scaling increased (0.9 > 1.0)
-Sourspot damage increased (10 > 11)
-General priority adjusted (2 > 1)

Up Strong:
-Startup window length increased (5 > 12)
-Hitpause increased on the final hit (5 > 10)
-Damage increased on the final hit (6 > 7)
-General priority adjusted (2 > 1)

Dash Attack:
-Hitbox width and height increased (45x45 > 47x47)
-The alignment of the hitboxes now better match up with the sprites for dash attack

Back Air:
-Decreased hitbox width (50 > 40)
-Added a small sourspot near Tom's neck that sends opponents the same way, but does less damage and knockback, and sends opponents a little more upwards then the normal hitbox

Neutral Special:
-Priority adjusted (7 > 4)

Down Special:
-Took out the invicibility frames that really should not have been there at all

Misc.:
-New animations for forward and backward dodge roll

Now that I've fine-tuned Tom and Jerry enough, and now that I have a good enough amount of the runes planned, expect Update 3.0 to release in the coming weeks!

Coming Soon:
-Abyss Runes
-Update 3.0
-New Trailer
-Other cool stuff

Update: 29 Mar, 2020 @ 4:14pm

v2.17

Hey all, a new balance patch is out! This hotfix addresses things from v2.16.

Down Air:
-Down air's hitbox will no longer linger on the ground anymore. Shout-outs to Muno.
-Vspeed increased (15>16)
-Falling window time and hitbox lifetime extended (30 > 40)
-You can now jump/special out of window 3 (anvil break) if you are still airborne.

Forward Strong:
-Both hitboxes now come out 3 frames later

Forward Strong Sweetspot:
-Base knockback reduced (7 > 6)
-Knockback scaling reduced (1.2 > 1.0)
-Hitbox size reduced (3x3 > 2x2)
-Hitbox placement moved backwards 5 pixels, and up 3 pixels
-Base damage reduced (17 > 15)

Up Strong:
-Increased base hitpause and hitpause scaling on the final hit

Down Strong:
-Added base hitpause and hitpause scaling on the first hit
-Increased hitpause scaling on the final hit

Back Air:
-Angle adjusted (140 > 137)
-Knockback scaling increased (0.6 > 0.7)

Up Tilt:
-A second hitbox has been added in front of Tom that has almost identical attributes to the base hitbox

Down Tilt:
Added a sound effect on the second hit

Misc.:
-Adjusted the animations for land, landing lag, jumpstart, and waveland.

Note:
Alts 08 and 11 still crash the game unfortunately. But, this is only if you successfully use Nspecial. The game crashes whenever the burn effect is applied on those specific alt numbers, regardless of what the color of the alt is. Technically, I guess you could still use those alts, but you would have to refrain from using Nspecial, which isn't so fun, hence why I still suggest not using them. Hopefully the devs will eventually iron out that bug on their own time.

That's pretty much it for this hotfix. The next update is going to be a big one, so stay tuned!

Coming Soon:
-Abyss Runes
-Other cool stuff

Update: 23 Mar, 2020 @ 11:48am

v2.16

Part 2 of the hot-fixes, these changes are mostly for back air, and a little bit of forward tilt.

Back air:
-The first few frames of the animation have been shifted slightly to the left.
-Angle changed. (50 > 140) Intended knockback should be more consistent now.
-Knockback scaling decreased. (1.0 > 0.6)
-Base knockback decreased. (4 > 3)
-The hitbox now comes out 1 frame earlier.
-Endlag slightly increased.

Forward tilt:
-Damage increased. (5 > 7)

This should hopefully be the last hot-fix that I make for Tom and Jerry, well, for now at least. Have at it!