Rivals of Aether

Rivals of Aether

Okuu
Showing 31-40 of 44 entries
< 1  2  3  4  5 >
Update: 11 Nov, 2019 @ 6:48pm

v1.12
Same version as the previous patch notes. For some reason, the Steam Workshop uploaded the same version twice.

(Copy and pasted from one of my comments here for archival sake)

UPDATE: With the 1.5.8 update that dropped a few hours ago, any character mod uploaded in that time has it's wave landing, landing lag and tech sprites removed, as well as the victory music. Plus, you can't select custom characters in Practice Mode.

Luckily, my game stayed in the 1.5.7 patch since I always keep it open, and only saw this update after I updated the mod and closed the whole window. So while my mod wasn't affected by this,
I just wanted to warn any mod creators to wait until this situation clears up before uploading to the Steam Workshop.

Special thanks to the Rivals of Aether Discord server for giving me a heads up on this. And don't worry, I'm aware of the new Stage Builder update. I've gotten some background tile sets already and I'm just figuring out how to place them down, since it uses some config.ini code which is different from standard GM Editor character making.

Nov 12
Added "Nuclear Fusion", Okuu's home stage!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1911868159

Update: 11 Nov, 2019 @ 6:45pm

v1.12

Okuu Up B
Added more contrast to the butterflies so their easier to see. Plus, adjusted to they match Okuu’s color palette.
V1.11
Blue Butterfly, Yellow Butterfly, Green Butterfly

v1.12
Butterflies matching Okuu’s Color Palette
Photoshop Elements 9
High Pass Filter
Duplicate Layer
Color Dodge on 2nd layer above 1st original layer

Okuu Neutral B
Okuu’s a crow, so it would be fitting that she would summon her own kind to… erhm… charge the enemy head on? I mean, she is a birdbrain. Plus, that’s exactly what they do in Stage 6 of Touhou 11: Subteranean Animism.
(Though the sprites are taken from Aya’s Hisoutensoku moveset).
V1.11
Red Fairy, Yellow Fairy, Green Fairy, Blue Fairy and Zombie Fairy

V1.12
CROW, CROW, CROW, CROW, CROW
CAW CAW!!!!!!!
set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_ANIM_SPEED, .2);
set_hitbox_value(AT_NSPECIAL, 4, HG_PROJECTILE_GROUND_FRICTION, -0.036);
set_hitbox_value(AT_NSPECIAL, 4, HG_PROJECTILE_AIR_FRICTION, -0.036);
(Their flight patterns are also slightly different now compared to the fairies. Instead of being two left behind, there’s 4 fast ones and one slightly slower one. Guess you can call it foreshadowing on Okuu’s backstory and how her most-birdbrainiesty got her to consume the Yatagarasu).


Okuu Side B
Changed the aesthetic to math the “Subterranean Stars” feel from Touhou 11: Subterranean Animism.
V1.11
Brightly colored stars with white in the middle

V1.12
Red, Green, Blue and Orange (Okuu’s color palette) neon stars with black centers.

Okuu Down B
Changed the sprite color so it’s easier to see. More orange to reflect Okuu’s home, the Hell of Blazing Fires (Old Hell).
V1.11
White faded bullets
Regular ol’ explosions

v1.12
Orange contrasted bullets
Nuclear radiation explosions!!!
(By that I mean the logo appears. Though you can only see it when it hits the opponent, so it’s a bit difficult to see in a split second).

Okuu Parry
Whenever Okuu hit a person during a parry, there land animation would appear in the air. Fixed this so Okuu is on the ground.
load.gml
v1.11
sprite_change_offset("land", 87, 110);

v1.12
sprite_change_offset("land", 90, 90);


Okuu Info Tips
info6="Okuu's dair has 0 landing lag if hit, high, attack when grounded. Can stack two hits if quick enough.-
info7="Okuu's Dattack is faster than sprint. Even faster is Fair, if used backwards, though harder to control.
(These were from the old days of testing Okuu’s flying with her moves. Needless to say, I just stuck with multiple accelerating double jump similar to Yoshi’s lol).
Changed
info4="If Okuu's Beta Particle is launched at the right angle, the opponent can go inside it and get hit by a bunch of the bullet hell."
info5="Okuu's crouch attack deals very little knockback, so it's great to use as combo filler."
Added
info3="Despite being a hell raven/crow, Okuu's up special doesn't send her that high. These projectiles have the most hitstun."
info4="If you can get the opponent inside Okuu's Beta Particle, they'll take more damage!"
info5="The Side Special's last 5th star is the only one that deals damage, 1. They all have no knockback whatsoever."

Update: 5 Nov, 2019 @ 11:16am

v1.11

Added voice sound effects from Gensokyo Sky Arena to some of Okuu’s moves.
Down Strong startup
Down Strong finisher
Neutral Special
Forward Special
Down Special… ABODAI ABODAI

Changed sprite position of Okuu’s down air.
v.1.10
sprite_change_offset("dair", 38, 134);

v1.11
sprite_change_offset("dair", 50, 134);

Update: 5 Nov, 2019 @ 10:24am

v1.10
Summary: Made Okuu’s double jumps floatier. She now has 9 double jumps instead of 6.

init.gml
v1.09
jump_start_time = 6;
jump_speed = 13;
short_hop_speed = 8;
djump_speed = 12;
leave_ground_max = 6;
max_jump_hsp = 3;
air_max_speed = 7;
jump_change = 3;
air_accel = .6;
prat_fall_accel = .85;
air_friction = 0.02;
max_djumps = 3;
double_jump_time = 31;
walljump_hsp = 6;
walljump_vsp = 8;
walljump_time = 32;
max_fall = 10; //maximum fall speed without fastfalling
fast_fall = 20; //fast fall speed
gravity_speed = 1;
hitstun_grav = .5;
knockback_adj = 2;

v1.10
jump_start_time = 4;
djump_speed = -.2;
leave_ground_max = 5;
max_jump_hsp = 5;
air_max_speed = 4;
jump_change = 6;
air_accel = .6;
prat_fall_accel = .85;
air_friction = .03;
max_djumps = 9;
djump_accel = -2;
djump_accel_start_time = 4;
djump_accel_end_time = 15;
double_jump_time = 32;
max_fall = 16;
fast_fall = 18;

Update: 5 Nov, 2019 @ 9:53am

v1.09
Summary: Nerfed jab, dair. Added graze mechanic.

Nerfed jab damage.
v1.08
First hit = 2 damage (poison)
Second hit = 2 damage (plasma)
Third hit = 3 damage (burn)

v1.09
First hit = 3 damage (poison)
Second hit = 3 damage (plasma)
Third hit = 6 damage (burn)

Nerfed dair damage, altered knockback.
v1.08
Damage = 4
Angle = 270

v1.09
Damage = 2
Angle = 120

Added Touhou 12.3 Hisoutensoku graze mechanic.
Okuu won't take damage from projectiles if she's dashing through them.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1898690158/1644304412665099720/
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1899601005/1644304412665089258/

Update: 2 Nov, 2019 @ 7:19pm

v1.08

Drastically changed Okuu's FSpecial so that, instead of shooting her Beta Particle, she shoots out a stream of Multi Colored Stars (like Fox's lasers in Melee). Consider this a reference to the 3D Touhou video "Subterranean Stars" by MinusT.

Her Neutral Special projectile sprites were also changed to use the fairies from Touhou 11:SA (Subterranean Animism). Those being, blue fairies, red fairies, green fairies, yellow fairies and zombie fairies. As well, her Up Special projectiles are now butterfly bullets (first since in Touhou 7: Perfect Cherry Blossom).

Update: 2 Nov, 2019 @ 4:00pm

v1.07
Okuu’s up air moved her sprite forwards and upwards, so I fixed that so she stays in the same position. As well, she was hovering a bit with her idle sprite, so she’s more lowered to the ground now. Same with her up special.

load.gml
v1.06
sprite_change_offset("utilt", 71, 143);
sprite_change_offset("idle", 66, 110);
sprite_change_offset("uspecial", 71, 136);

v1.07
sprite_change_offset("utilt", 71, 143);
sprite_change_offset("idle", 66, 105);
sprite_change_offset("uspecial", 110, 110);

Since Okuu’s UAir got lowered, I adjusted her hitbox so it matches as well.
utilt.gml
v1.06
set_hitbox_value(AT_UTILT, 1, HG_HITBOX_X, 50);
set_hitbox_value(AT_UTILT, 1, HG_WIDTH, 72);
set_hitbox_value(AT_UTILT, 1, HG_HEIGHT, 74);

v1.07
set_hitbox_value(AT_UTILT, 1, HG_HITBOX_X, 17);
set_hitbox_value(AT_UTILT, 1, HG_WIDTH, 52);
set_hitbox_value(AT_UTILT, 1, HG_HEIGHT, 55);

Update: 2 Nov, 2019 @ 3:38pm

v1.06

Her down air was a bit off-centered, so I fixed it. The tricky part is that her initial jump and her double jump sprites are in opposite directions (left and right) so I tried to focus her Down Air spin to be somewhat in the middle, closer to her Double Jump sprite (considering she has three double jumps, that’s the sprite you’ll be more often than not seeing).

Forward Special was a bit too much to the left, so I fixed that as well. Same with neutral special. Now she should be with the same foot position when performing all these moves.

load.gml

v1.05
sprite_change_offset("dair", 38, 134);
sprite_change_offset("fspecial", 73, 140);
sprite_change_offset("nspecial", 77, 144);

v1.06
sprite_change_offset("dair", 60, 134);
sprite_change_offset("fspecial", 97, 140);
sprite_change_offset("nspecial", 83, 144);

Update: 31 Oct, 2019 @ 9:07pm

v1.05

Summary: Yeah, I don't know what I was thinking, but after playtesting, incorporating aerial movement into her air attacks made fighting too difficult and annoying. So instead, I've given her a unique flight pattern similar to crows / birds in real life. Each individual jump isn't as high anymore (stronger gravity), however, she has multiple double jumps as though she's flapping her wings to fly.

Plus, her full jump really just got in the way. I always found myself just going for short hops, so now, you don't have to tap the key to do it, you can just hold it there in full. Should make combos and fighting in general a lot more exciting!

(There's a lot more coding changes I've made than this btw, but most of it is just regular ol' stuff).

Fair

V1.04
set_window_value(AT_FAIR, 3, AG_WINDOW_HSPEED, -10);
set_window_value(AT_FAIR, 3, AG_WINDOW_VSPEED, -2);

V1.05
set_window_value(AT_FAIR, 3, AG_WINDOW_HSPEED, 4);
set_window_value(AT_FAIR, 3, AG_WINDOW_VSPEED, 2);

init
V1.04
char_height = 64;
dash_stop_time = 10;

V1.05
char_height = 100;
dash_stop_time = 20;

article1.in
V1.04
origin_x = player_id.x - 45 * player_id.spr_dir;
origin_y = player_id.y - 80;
ignores_walls = true;

V1.05
origin_x = player_id.x - 35 * player_id.spr_dir;
origin_y = player_id.y - 70;
ignores_walls = false;


attack.update
V1.04
if (attack == AT_NSPECIAL || attack == AT_DSPECIAL){
can_fast_fall = false;
}

V1.05
if (attack == AT_NSPECIAL || attack == AT_DSPECIAL){
can_fast_fall = true;
}


Up Special

USPECIAL
V1.05: Okuu can now lay traps with her up special. Like projectiles, except they don’t move, perfect for edgeguarding.
set_num_hitboxes(AT_USPECIAL, 5);

set_hitbox_value(AT_USPECIAL, 1, HG_HITBOX_TYPE, 2);
set_hitbox_value(AT_USPECIAL, 1, HG_WINDOW, 2);
set_hitbox_value(AT_USPECIAL, 1, HG_LIFETIME, 500);
set_hitbox_value(AT_USPECIAL, 1, HG_HITBOX_X, -30);
set_hitbox_value(AT_USPECIAL, 1, HG_HITBOX_Y, -95);
set_hitbox_value(AT_USPECIAL, 1, HG_WIDTH, 25);
set_hitbox_value(AT_USPECIAL, 1, HG_HEIGHT, 25);
set_hitbox_value(AT_USPECIAL, 1, HG_PRIORITY, 3);
set_hitbox_value(AT_USPECIAL, 1, HG_DAMAGE, 1);
set_hitbox_value(AT_USPECIAL, 1, HG_BASE_KNOCKBACK, 1);
set_hitbox_value(AT_USPECIAL, 1, HG_ANGLE, 50);
set_hitbox_value(AT_USPECIAL, 1, HG_PROJECTILE_SPRITE, sprite_get("nspecial_proj"));
set_hitbox_value(AT_USPECIAL, 1, HG_PROJECTILE_MASK, sprite_get("nspecial_proj"));
set_hitbox_value(AT_USPECIAL, 1, HG_PROJECTILE_HSPEED, 0);
set_hitbox_value(AT_USPECIAL, 1, HG_PROJECTILE_VSPEED, 10);
set_hitbox_value(AT_USPECIAL, 1, HG_VISUAL_EFFECT, bullet_destroy_hfx);

set_hitbox_value(AT_USPECIAL, 2, HG_HITBOX_TYPE, 2);
set_hitbox_value(AT_USPECIAL, 2, HG_WINDOW, 2);
set_hitbox_value(AT_USPECIAL, 2, HG_WINDOW_CREATION_FRAME, 2);
set_hitbox_value(AT_USPECIAL, 2, HG_LIFETIME, 500);
set_hitbox_value(AT_USPECIAL, 2, HG_HITBOX_X, -5);
set_hitbox_value(AT_USPECIAL, 2, HG_HITBOX_Y, -75);
set_hitbox_value(AT_USPECIAL, 2, HG_WIDTH, 25);
set_hitbox_value(AT_USPECIAL, 2, HG_HEIGHT, 25);
set_hitbox_value(AT_USPECIAL, 2, HG_PRIORITY, 3);
set_hitbox_value(AT_USPECIAL, 2, HG_DAMAGE, 1);
set_hitbox_value(AT_USPECIAL, 2, HG_BASE_KNOCKBACK, 1);
set_hitbox_value(AT_USPECIAL, 2, HG_ANGLE, 90);
set_hitbox_value(AT_USPECIAL, 2, HG_PROJECTILE_SPRITE, sprite_get("nspecial_proj"));
set_hitbox_value(AT_USPECIAL, 2, HG_PROJECTILE_MASK, sprite_get("nspecial_proj"));
set_hitbox_value(AT_USPECIAL, 2, HG_PROJECTILE_HSPEED, 0);
set_hitbox_value(AT_USPECIAL, 2, HG_PROJECTILE_VSPEED, 10);
set_hitbox_value(AT_USPECIAL, 2, HG_VISUAL_EFFECT, bullet_destroy_hfx);
set_hitbox_value(AT_USPECIAL, 2, HG_HITBOX_GROUP, 1);

set_hitbox_value(AT_USPECIAL, 3, HG_HITBOX_TYPE, 2);
set_hitbox_value(AT_USPECIAL, 3, HG_WINDOW, 2);
set_hitbox_value(AT_USPECIAL, 3, HG_WINDOW_CREATION_FRAME, 4);
set_hitbox_value(AT_USPECIAL, 3, HG_LIFETIME, 500);
set_hitbox_value(AT_USPECIAL, 3, HG_HITBOX_X, 20);
set_hitbox_value(AT_USPECIAL, 3, HG_HITBOX_Y, -55);
set_hitbox_value(AT_USPECIAL, 3, HG_WIDTH, 25);
set_hitbox_value(AT_USPECIAL, 3, HG_HEIGHT, 25);
set_hitbox_value(AT_USPECIAL, 3, HG_PRIORITY, 3);
set_hitbox_value(AT_USPECIAL, 3, HG_DAMAGE, 1);
set_hitbox_value(AT_USPECIAL, 3, HG_BASE_KNOCKBACK, 1);
set_hitbox_value(AT_USPECIAL, 3, HG_ANGLE, 90);
set_hitbox_value(AT_USPECIAL, 3, HG_PROJECTILE_SPRITE, sprite_get("nspecial_proj"));
set_hitbox_value(AT_USPECIAL, 3, HG_PROJECTILE_MASK, sprite_get("nspecial_proj"));
set_hitbox_value(AT_USPECIAL, 3, HG_PROJECTILE_HSPEED, 0);
set_hitbox_value(AT_USPECIAL, 3, HG_PROJECTILE_VSPEED, 10);
set_hitbox_value(AT_USPECIAL, 3, HG_VISUAL_EFFECT, bullet_destroy_hfx);
set_hitbox_value(AT_USPECIAL, 3, HG_HITBOX_GROUP, 2);

Update: 31 Oct, 2019 @ 1:32pm

v1.04

Summary: Giving Okuu more mobility in the air, so changing some semantics as well to match up with this.

config.ini
v1.03
info4="Okuu's Beta Particle can be launched towards the opponent and fire a miniture bullet hell. Perfect for edge guarding!"
info6="Unyu~"

v1.04
info4="If Okuu's Beta Particle is launched at the right angle, the opponent can go inside it and get hit by a bunch of the bullet hell."
info6="Okuu's dair has 0 landing lag if hit, high, attack when grounded. Can stack two hits if quick enough.-
info7="Okuu's Dattack is faster than sprint. Even faster is Fair, if used backwards, though harder to control.
info8="Unyu~"

load.gml: lol.gml I must have put an accidental character in the “waveland” text, so I’ve changed, plus adjusted it in the meantime.
v1.03
sprite_change_offset("wadveland", 87, 110);
sprite_change_offset("roll_forward", 58, 110);
sprite_change_offset("roll_backward", 58, 110);
sprite_change_offset("taunt", 55, 120);
sprite_change_offset("parry", 60, 130);
sprite_change_offset("dash", 70, 130);
sprite_change_offset("nspecial", 77, 130);

v1.04
sprite_change_offset("waveland", 87, 120);
sprite_change_offset("roll_forward", 58, 120);
sprite_change_offset("roll_backward", 58, 120);
sprite_change_offset("taunt", 120, 110);
sprite_change_offset("parry", 60, 110);
sprite_change_offset("dash", 70, 110);
sprite_change_offset("nspecial", 77, 144);

Nair: There used to be a giant ball of a hitbox on Okuu’s Elephant Foot (grey part). So I changed that to reflect more the swing of her light brown arm cannon. Also it can help you jump farther depending on the momentum you carried from your 2nd (midair) jump.
v1.03
set_hitbox_value(AT_NAIR, 1, HG_HITBOX_Y, -30);
set_hitbox_value(AT_NAIR, 1, HG_HEIGHT, 90);
set_hitbox_value(AT_NAIR, 1, HG_WIDTH, 90);

v1.04
set_hitbox_value(AT_NAIR, 1, HG_HITBOX_Y, -80);
set_hitbox_value(AT_NAIR, 1, HG_HEIGHT, 30);
set_hitbox_value(AT_NAIR, 1, HG_WIDTH, 110);
set_window_value(AT_NAIR, 1, AG_WINDOW_VSPEED, -4);

Dair: No longer asks as a down spike that propels you downwards. Instead can be used as a hovering tool for edgeguarding. (If you dash, then run, the use down attack, you’ll be able to hover in place).
v1.03
set_hitbox_value(AT_DAIR, 1, HG_BASE_HITPAUSE, 20);
Removed All This and More
set_window_value(AT_DAIR, 4, AG_WINDOW_HSPEED, 0);
set_window_value(AT_DAIR, 4, AG_WINDOW_VSPEED, 5);
set_window_value(AT_DAIR, 4, AG_WINDOW_HSPEED_TYPE, 1);
set_window_value(AT_DAIR, 4, AG_WINDOW_VSPEED_TYPE, 1);
set_window_value(AT_DAIR, 4, AG_WINDOW_CUSTOM_GRAVITY, 1.0);
set_window_value(AT_DAIR, 4, AG_WINDOW_HAS_WHIFFLAG, 5);

Bair: A tool to help you control Okuu’s Fair better. When used, it sends you downwards so that you can stop at a specific location.
v1.03
set_window_value(AT_BAIR, 2, AG_WINDOW_HSPEED, 10);
set_window_value(AT_BAIR, 2, AG_WINDOW_VSPEED, 8);

FSpecial
V1.03
set_hitbox_value(AT_FSPECIAL, 1, HG_WIDTH, 100);
set_hitbox_value(AT_FSPECIAL, 1, HG_HEIGHT, 100);
set_hitbox_value(AT_FSPECIAL, 1, HG_DAMAGE, 8);
set_hitbox_value(AT_FSPECIAL, 1, HG_BASE_KNOCKBACK, 10);

V1.04
set_hitbox_value(AT_FSPECIAL, 1, HG_WIDTH, 50);
set_hitbox_value(AT_FSPECIAL, 1, HG_HEIGHT, 50);
set_hitbox_value(AT_FSPECIAL, 1, HG_DAMAGE, 6);
set_hitbox_value(AT_FSPECIAL, 1, HG_BASE_KNOCKBACK, 8);

Dair: Yeah, this can be spammed since there’s so little frames to it. You literally end up dribbling your opponent like a basketball lol. So I reduced the damage and knockback here.
V1.03
set_hitbox_value(AT_DAIR, 1, HG_DAMAGE, 5);
set_hitbox_value(AT_DAIR, 1, HG_BASE_KNOCKBACK, 4);
set_hitbox_value(AT_DAIR, 1, HG_BASE_HITPAUSE, 5);
set_hitbox_value(AT_DAIR, 1, HG_LIFETIME, 25);
set_hitbox_value(AT_DAIR, 1, HG_HITBOX_Y, -36);

V1.04
set_hitbox_value(AT_DAIR, 1, HG_DAMAGE, 2);
set_hitbox_value(AT_DAIR, 1, HG_BASE_KNOCKBACK, 2);
set_hitbox_value(AT_DAIR, 1, HG_BASE_HITPAUSE, 1);
set_hitbox_value(AT_DAIR, 1, HG_LIFETIME, 1);
set_hitbox_value(AT_DAIR, 1, HG_HITBOX_Y, -70);