Rivals of Aether

Rivals of Aether

[OLD] Trum. & Alto
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Update: 27 Dec, 2019 @ 5:10am

v2.0

Update: 25 Dec, 2019 @ 6:13pm

Hotfix:
- Fixed HUD not drawing
- Disabled the unfinished Rune; will be added later
- Corrected G7 promo thumbnail

Update: 25 Dec, 2019 @ 6:12pm

v2.0

Update: 25 Dec, 2019 @ 3:43pm

--- VERSION 2.0 PATCH ---

"X.0" patches are major content updates for Trummel & Alto. No balance changes this time!

In light of Trummel & Alto's prospective inclusion into the Workshop bracket at Genesis 7, a special skin has been added, with G7-themed coloring and "glitchy" VFX. More of these skins to come?

Support for both the Abyss Rune Buddy (which also launches today) and The Chosen One's taunt have been added. Check them out, as I included a little extra something for each!

Trummel & Alto now have an entrance animation, for when a match begins. (This also changes with the G7 skin)

There is now a proper results screen portrait. Also, the name has been shortened to "Trum. & Alto" to better fit certain areas where the character name is displayed.

Codecs are available outside of Practice Mode! Just hold taunt for seven whole seconds. In this case, the codec will scroll automatically.

When viewing codecs in Practice Mode, there is an option to skip 10 pages ahead (useful for testing very long codecs).

Since the get_training_cpu_action() function has now been properly implemented, I switched over the Practice Mode detection code to use it. This results in the following changes in behavior:
- It no longer takes about one second for taunt functions to start working / the HUD notice to appear after entering Practice Mode.
- Taunt functions no longer erroneously function in VS matches with no timer. (Codecs will be accessible in regular matches via Rune Buddy)
- Trummel's AI no longer takes about one second to stand still after entering Practice Mode.
- Trummel's AI now will properly attack in Practice Mode when the CPU Action is set to Attack.
- The only new bug introduced, and currently only known bug, regarding this system is that taunt functions will fail to become available if you refresh in Practice Mode while the CPU Action is set to Attack. It will work again if you change the CPU Action. (No known way to fix this, currently)

Miscellaneous tweaks to sprites have been made - notably Flying Strongs while in godmode, and the airdodge.

Update: 25 Dec, 2019 @ 3:39pm

(Mistake update, forgot to update version number to 2.0.)

Update: 14 Dec, 2019 @ 3:29pm

More fun and convenient patch notes available ingame.

DSPECIAL
- Non-final hits of rain are untechable.

This resolves a weird corner case where the opponent could escape when transitioning from air to ground.

USPECIAL
- Molotov explosion radius reduced if projectile does not hit an opponent. (180 --> 120)

The move still has a big hitbox in order to connect reliably after hitting a foe already, but is now less oppressive in neutral after bouncing off the ground.

USPECIAL/FSPECIAL
- Molotov stun explosion and both gun explosions lifetime increased. (5 --> 15; same as molotov vanilla explosion)

This won't usually impact gameplay but annoyed me.

FSPECIAL
- Gun vanilla explosion deals more knockback. (7/0.4 --> 10/0.4)
- Gun vanilla explosion angle changed. (60 --> 85)

The bullet explosion felt oddly weak before. Now it actually launches you anywhere. At the same time, angle changes help keep its newfound strength in check offstage. It's not a kill move or anything.

DAIR
- Dair last hit angle changed. (60 --> 50)
- Dair last hit knockback changed. (6.25/0.65 --> 6.5/0.5)

This move now acts as more of a horizontal launcher, which aren't common among the moveset. It'll often force a tech.

DSTRONG
- Fixed a bug where the last hit of dstrong would sometimes not appear.
- Dstrong last hit lifetime (1 --> 8) and priority (3 --> 10) increased.

This move is supposed to always launch upward, even when used offstage. One thing that might help with that is actually spawning in the launching hitbox.

Update: 12 Dec, 2019 @ 1:48pm

Update: 12 Dec, 2019 @ 1:47pm

v1.2

Update: 12 Dec, 2019 @ 1:42pm

Patch notes are ingame too, but if you want, here ya go.

DSPECIAL
- Rain hitbox begins smaller, then grows to normal size within a couple frames. (No longer hits above Alto's body)
- Cloud rain begins 18 frames later and lasts 18 frames shorter.

The hitbox change makes the move easier to intercept during its active frames. The cloud change makes the trap easier to counterplay on the opponent's part, accounting for its high reward on hit.

FLYING STRONGS
* Physics changed; rather than a constant rate, there is a high speed at the start which decays as you charge the attack.
* Gravity during flight reduced.
+ If the flight time is only a few frames and you stay grounded, pratfall will not be triggered.

Before, the Flying Strongs encouraged DI reactions off of setups and baiting in neutral using the turn-on-a-dime movement. Now, the sluggish speed at the end makes the movement higher-commitment. At the same time, the higher initial speed preserves prior setups and then some... even if you have to actually read DI now.

Update: 10 Dec, 2019 @ 6:52pm

v1.1

You can view the patch notes ingame, but here they are too:

- Raining clouds now die if Trummel gets hit.
- DSPECIAL cancels removed.
+ Cloud rain now has a pop-up on the last hit, matching Trummel's.

The removal of cancels helps smooth out the crazy stupid confirms out of rain. In order to facilitate this change, the pop-up on cloud rain serves to make that actually plus on hit.

- Molotovs no longer go through the stage, instead bouncing off of walls / stalling under ceilings.
- Molotov projectile hitbox size decreased. (68 --> 56)

This change makes the move less cheesy offstage. The hitbox size serves to make the bounce look better in relation to the sprite.

* Hitting Forsburn's clone with NSPECIAL no longer causes clouds to stop working.
* Parrying a Flying Strong will now correctly put Trummel into parry stun, rather than acting the same as on whiff.

These bugfixes are pretty important.