Rivals of Aether

Rivals of Aether

Okuu
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Update: 8 Mar, 2021 @ 1:14pm

v1.35

Jesus died for all our sins, thus everyone will go to Heaven sinless by trusting in His sacrifice on the cross.
1 John 3:5: "You know that He [Jesus] appeared to take away sins, and in Him there is no sin."

Update: 7 Sep, 2020 @ 7:00pm

v.1.36
January 5th 2021

v.1.35
October 22nd 2020

v1.34
September 7th 2020

Update: 14 Aug, 2020 @ 5:30pm

v1.33

-- Rivals of Aether --

1) Updated the names of the .ogg sfx files in the sound directory of the mod. These were ripped from the game Gensou Bullet Ballet where Okuu's playable as a 3D model. Also modified the sound of these so they're not too repetitive (particularly on her forward special).

2) Edited forward aerial so it's easier to land and has more of a spiking effect. (Also changed frame data on some of her other aerials as well).

3) Modified her victory portrait so it can grab colour palettes more effectively. (It should have less random pixels floating around).

Update: 1 Jul, 2020 @ 7:50pm

v1.32
Organization changes under Extras > Steam Workshop > Characters

Mainly, moving all the Touhou characters into one screen on my end and accidentally hit the Enter Key (upload button) when I meant to use the C Key (assigned button) lol. Whoops~.

Update: 2 Jun, 2020 @ 10:27am

v1.31

Hitbox
- Only covers her third eye (red eye in the middle of her chest). Think of this like the hitbox other Touhou characters have from the mainline games when in Focus mode. (Might even add a graze mechanic later that heals her, who knows). So attacking anywhere else will go right through her. This helps compensate the fact that she's light and can easily blast off at lower percentages.

- Some moves where her third eye aren't visible (covered) have no hitbox on the spritesheet. Think of this like the Z-Axis in the Smash Bros. games, where a character can't be hit while on this axis even though their invincibility frames aren't active. A prominent example of this is King Dedede's spot dodge from Brawl. However, moves where her third eye aren't visible for a long time will still have parts of the hitbox visible. Her crouch, for instance, is covered a lot of the time. To avoid spamming it, her crouch has the same hitbox prominence as her idle except lowered.

- For spritesheets where her third eye moves, the hitbox covers the entire motion path, for instance her midair jumps or the start of her dash. I had originally wanted the hitbox sprite to change location depending on which frame it was on, but that's beyond the coding of Rivals itself. So think of this like, she moves so fast that she covers multiple positions while on a same frame.

Hitbox Specifications
Shape: Circular (~ 3 pixels on each curve)
Width: 8-10 pixels
Height 8-10 pixels

Update: 11 May, 2020 @ 11:51am

Moved Gokuu from "Touhou Project (Rivals of Gensokyo)" to "Touhou References (Rivals of Seihou)".
This new section will be made to feature characters that, while have strong references to Touhou, aren't exactly Touhou characters themselves.

Touhou Project (Rivals of Gensokyo)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1898690158

Touhou References (Rivals of Seihou)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2093212206

Update: 31 Mar, 2020 @ 3:32pm

Added Gokuu
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2042840014

Update: 31 Mar, 2020 @ 3:28pm

(Used for testing how to upload Gokuu)

Update: 31 Mar, 2020 @ 3:28pm

(Used for testing how to upload Gokuu)

Update: 31 Mar, 2020 @ 3:26pm

(Used for testing how to upload Gokuu)