Rivals of Aether

Rivals of Aether

Tom & Jerry
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Update: 23 Mar, 2020 @ 12:52am

v2.15

This is just a quick hotfix to v2.14 that changes a few things based on feedback so far.

-Up special: Max Speed decreased. (12 > 7)
-Down special: Number of windows (4 > 3), it's faster now.
-Base max air speed decreased (7 > 6)
-Back air: Hitbox X offset adjusted to be closer to Tom's feet

That's all for now. :)

Update: 22 Mar, 2020 @ 9:24pm

v2.14

The New Moves Update!

Tom and Jerry have received a whole sleuth of brand new moves! In addition, some moves have been touched up and their animations have been improved!

Updated Animations:
-Forward Air (More frames, and a forward flip, with much better hitboxes)
-Forward Smash (More frames, and a better transition of taking out/putting away the shotgun)

New Moves:
-Down Tilt (Two hits, Jerry still jabs, but Tom now follows up with a tail-whip)
-Down Air (Basically Banjo Down Air, but with an Anvil)
-Back Air (Basically Mario Back Air)
-Up Strong (A chainsaw that deals six hits)
-Down Strong (Jerry grabs Tom by the tail and does a Banjo forward smash)

Additionally, double and walljump animations have been improved as well!

Now, balance time. Here come the buffs.

Specials:
-Dspecial: Cooldown time decreased. (10 > 5)
-Nspecial: Cooldown time decreased. (5 > 3)
-Fspecial: Cooldown time decreased. (3 > 2)
-On a side note, the HUD icons for the special cooldowns have been spread out a bit.

Attacks:
Forward Air:
-Sweetspot damage increased. (7 > 10)
-Sweetspot Angle flipper adjusted. (6 > 0)
-Added a sour-spot above the sweetspot that functions similarly to the sour spot on Mario's forward air in Ultimate.

Forward Strong:
-Sweetspot knockback scaling increased. (1.1 > 1.2)

Patch Notes will not be written for the entirely new moves, because they are new. Have fun using them and coming up with new combos!

In light of COVID-19, I just want to encourage all of you to wash your hands and stay safe. Other than that, that's it for this update! I hope that you enjoy the new and improved Tom and Jerry! Ciao!

I'm also going to be taking a break from updating Tom and Jerry for awhile so that I can work on my next character, Nox The Shadow Trickster, from Bishop Games' Light Fall.

Coming Soon:
-T&J Abyss Runes
-Other cool stuff

Coming In the near future:
-Nox

Update: 20 Mar, 2020 @ 9:57am

v2.13

Sorry again for all of these panic updates, but I just want everyone to have the best experience while playing Tom and Jerry. At the moment, the game will crash whenever Alts 08 and 11 are used. Because of this, I have placed the Ori and Sein colors on Alt 15. Alt 08 and Alt 11 have been changed to just black and white, and vice versa. The text on these alts contains a warning not to play them, since they will crash the game. Hopefully this temporary solution will prove to be useful until the root of the issue is found.

For reference, the warning reads: DONT USE THIS ALT.

Also, I did change one more thing in terms of balancing, and that is with down tilt.

Balancing:

Down Tilt:
-Base knockback (3 > 4)
-Knockback scaling (1 > 0.5)

This one kinda slipped under my nose, as down tilt was acting as a kill move, which is not supposed to be the case. Now it no longer is. Sorry again for all of the rambunctious updates. Take care, wash your hands, and buckle your pants!

Coming Soon:
-Abyss Runes
-Other cool stuff
:)

Update: 20 Mar, 2020 @ 12:14am

v2.10/v2.11/v2.12

Steam screwed up my numbers, darn.

This is just supposed to be a hotfix of V2.9 that fixes the sprite strip for Neutral Air.

Also for the time being, I encourage that nobody use Alts 08 and 11 because both of them can crash the game. I am trying to find a solution to this as I go. I don't believe that this has to do with css_draw or the colors themselves, because when I switched around the order, and or disabled css_draw, the game still crashed on alts 08 and 11. I apologize for any inconveniences that this may have caused.

Update: 19 Mar, 2020 @ 11:17pm

v2.9

It's time for another quick update, and this one has quite a few changes!

First off, Tom and Jerry now have Muno's css_draw! Now you can see the names of each and every alt color that Tom and Jerry have!

Now then, let's talk balance.

-Magic Ring, Tom and Jerry's Forward Special, now has a cooldown of 3 seconds. Like the other specials that now have cooldowns, Magic Ring will also have a special indicator in Tom and Jerry's HUD.

I made this adjustment because I find that Forward Special is another move that can be spammed because of it's invincibility frames, so I added a cooldown to it, but also gave it the shortest cooldown because it can still be used as a recovery.

Attack Changes:

-Forward Air: Angle flipper changed to 3 This means that only the front of fair will send opponents down. If the attack lands behind the bat, opponents will be sent the other way. The swing sound effect has also been changed.

-Forward Strong: The size of the sweetspot has been decreased from 5x5 to 3x3 (width x height), but the knockback scaling value has been increased from 1.1 to 1.2.

-Down Strong: Angle changed from 290 to 45. Angle flipper adjusted from 6 to 8, meaning that opponents will be sent away from the center of the hitbox.

-Up Strong: Angle changed from 90 to 99. Angle flipper changed to 6. Basically this will still send opponents upwards, but at an angle depending on which side Tom and Jerry's opponent is standing when they get hit by up strong.

And that's it! Enjoy this new patch!

Coming soon:
-Abyss Runes
-Other cool stuff
:)

Update: 17 Mar, 2020 @ 7:26pm

v2.8

The New Balancing Update!

Tom and Jerry got nerfed? Sort of.

This one's pretty big as well, so buckle up.

This update of Tom and Jerry has been made in an attempt to make the duo a little more balanced. I have made this decision because all I want to do is make the character a little more fair to fight. All of Tom and Jerry's moves have been rebalanced, and all/most attacks deal less damage and knockback. While this may seem like I very big nerf, I believe that they are still fun to use, and still have wild potential. I sense that a select amount of you may be concerned about the fate of Tom and Jerry's forward strong, being the shotgun, which is why I will discuss that first.

Forward Strong: Fstrong now has 2 hitboxes; a regular hitbox that matches the size of the old one, and a sweetspot that is located in the very center of the blast. For easier reference, the small flame that can be seen during the charging phase of forward strong is the sweetspot. The sweetspot has most of the data of the original forward strong, but slightly reduced damage and knockback. Special sounds will play depending on whether or not the sweetspot lands.

Changes to Specials:

-Neutral Special: Nspecial now has a cooldown of 5 seconds between uses, but the lifetime of the projectile has been doubled. The initial hit does the same damage.

-Down Special: Dspecial also has a cooldown now but unlike nspecial, it's cooldown is 10 seconds between uses.

-Up Special: The vertical distance on uspecial has been slightly reduced.

Changes to Attacks:

-Unless stated otherwise, all attacks now deal less damage and knockback.

-Down Tilt: The knockback for this move has actually been increased to prevent an obnoxious infinite that used to be possible with Jab and Dtilt.

-Up Strong: The hitbox shape has been changed to a rounded rectangle.

Down Air: The hitbox shape has been changed to a circle.

Other Misc. Changes:

-The CSS artwork and results screen artwork have been touched up a little bit.

-Kirby's Copy Ability actually got an upgrade this time around, as it is now a 2-in-1 of Tom's Nspecial and Fstrong! Yes, Kirby has a shotgun now. Give it a shot!

-The Trummel & Alto Codec has been slightly adjusted.

Again, I wanted to rebalance Tom and Jerry because I believed that there was no point in keeping them OP. Are they perfectly balanced? I don't even really know how balanced I made them, or if they even changed at all, which is why I need your help! I'm going to open a new discussion thread, so you can give me your thoughts on the state of Tom and Jerry! So please, by all means, post your thoughts on the fighter in that thread. Besides, even with all of these changes, I know for a fact that they can still pull off a ton of crazy stuff. I hope you enjoy the new patch of Tom and Jerry!

Coming Soon:
-Abyss Runes
-css_draw
-Other cool stuff
:)

Update: 10 Mar, 2020 @ 8:27pm

v2.7

Introducing: The Screaming Update!

Welcome to Tom and Jerry v2.7! This update is a rather big one in the sound department.

Sounds:
-Tom now screams WAY more!
-Tom will now scream while taking damage, instead of just from KO's.
-Tom now has eight different screams!
-4 different screams will play at random while taking damage!
-4 different screams will play upon getting KO'd, the scream will depend on how much damage Tom and Jerry took that stock.
-A new braking sound will play when Tom and Jerry are mid dash turn.

Other:
-An entrance animation has finally been added!

Enjoy the Screaming Update!

Coming Soon:
-Abyss Runes
-Other cool stuff

Update: 9 Mar, 2020 @ 10:54pm

v2.6

A quick hotfix for stuff added from 2.5:
-The Otto Bobblehead looks better now (thx Muno)
-The dash start and run sounds are now louder

That's all folks!

Update: 9 Mar, 2020 @ 12:04am

v2.5

Tom and Jerry have been updated to V2.5! This update is a pretty big one, and it features:
-Otto Support! Tom and Jerry now have a bobblehead for Otto's bike!

Move changes:
-Jab: Now a 3 hit jab!
-Forward Special: Ground distance is now determined based on momentum, and aerial distance is more free flow. In other words, you can either use it in place, or you can still use it while moving!
-Back air: More startup
-Various hitbox changes were made across other moves

Other changes:
-Various new sound effects, new sounds for wavedashing, running, and dash-start. Some of these sounds may be a little difficult to hear depending on the volume of your in-game music.
-New turnaround animation.
-Nspecial and Fstrong, and dtilt animations have been touched up.
-The icon that shows when Kirby copies Tom and Jerry has been fixed, Jerry also shows up in said icon.

Coming Soon:
-Intro Sequence
-Abyss Runes*
-Other cool stuff

*Abyss Runes will be on their way, but I am still trying to come up with rune ideas. The only legitimate one that I have as of now is making cheese launch foes ridiculously far, similarly to how it worked back in v1.0 of Tom and Jerry. Rest assured, Tom and Jerry will have Abyss Runes, eventually. But in the meantime, I hope that you enjoy the enhancements made to Tom and Jerry!

Update: 28 Feb, 2020 @ 4:13pm

v2.4

Tom and Jerry Update 2.4 is now live!

This update features:

-New HUD and hurt icons using their actual sprites, so now they fit in better! (I probably should've done that way sooner though)

-Feri taunt support!

And that's pretty much it.

On a side note:

-Tom and Jerry now have an easter egg interaction with Boss!Zetta! Special thanks to Sydery! You can challenge Boss!Zetta here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1976183668
Just don't fight lvl 1 ;)

Coming Soon:

-Otto Support
-Move Changes
-More animations + touch-ups
-Other cool stuff