Rivals of Aether

Rivals of Aether

Neo Mario
Showing 1-10 of 10 entries
Update: 16 Nov, 2021 @ 9:30am

v6.2

Added the little thingy to the character select screen to announce Qua Mario :3

Update: 17 Oct, 2020 @ 7:10pm

v6.1
Just a light bugfixes patch.

- Added secret code to prepare for a secret feature
- Increased Mario's grounded acceleration from standstill. Hopefully this will allow Mario to chase down evasive opponents more easily
- Mario can drop through platforms in a normal jump by holding the jump button as he descends. To land normally, just release the button at the peak of your jump. Mario also will not fall through platforms while twirling.
- Improved Mario's horizontal acceleration when twirling in the air (only applies while moving downwards).
- Parity: Mario's special HUD elements will no longer render when he is dead, to match with the base cast (i.e. Shovel Knight's money display)
- Bugfix: Peril can no longer activate when the player is out of stocks. Thanks to Snolid Ice for reporting.
- Bugfix: Obtaining a power-up while dancing will cause the player to stop dancing to avoid entering an invalid state.

Update: 15 Oct, 2020 @ 3:55am

v6.0: Toad's Super Update
The largest update to Neo Mario yet!

Added Blue Toad! By popular demand, Yellow Toad is here too! They bring with them a massive array of brand new mechanics, improvements, and some under-the-hood changes to prepare for even more exciting stuff in the future. Plus, highly advanced integration with the mechanics of the vanilla Rivals cast. Mario can interact with the original 14 in ways that very few other Workshop characters can.

New Mechanics:
--- When you pick up and throw your opponents, they will become a living projectile. The harder you throw them, the more dangerous. Be careful they don't get parried.
--- Enemies can steal Mario's power-ups to heal a little bit of % and deny him resources. They'll heal more if they grab it out of the air. You're able to grab it before they can, so take advantage of that to ensure no one steals your lunch.
--- Mario can ground-pound through platforms. Hold down on the control stick as you land to crash right through.
--- Mario can spin-jump through platforms. Keep holding the spin button after the spin-jump and you'll fall past. If you'd rather land normally, just release the button at the peak of your jump.
--- Wavetwirling: If you ascend past a platform while performing a midair twirl, you will snap to it instead. This can be used in a manner somewhat similar to wavelanding to get on a platform more easily.

Base cast integration:
--- Spin jumps launch rocks to the side instead of destroying them.
--- Mario can ground-pound Kragg's pillar to shatter it. He'll bounce up afterwards, so you don't have to worry about falling.
--- Power-ups disintegrate within Clairen's plasma field. Be careful where you drop them.
--- Mario slips and slides on Etalus's ice, like in a snow level. It's not all bad, though - if he jumps while he's running on ice he'll do a really elegant midair pirouette, like in Mario Galaxy.
--- Orcane's puddle now extinguishes fireballs that bounce over it. Aesthetically speaking, it's quite pleasing, you should try it out.
--- When Mario lifts one of Forsburn's clones, the clone won't be able to escape the way a normal player can. He can hold onto it for as long as he wants. If he throws it towards Forsburn, he'll automatically aim right at his head.
--- Mario can push away Elliana's steam by spin-jumping. This is separate from the typical mechanic where hitboxes will push away steam; Mario's spins and twirls have a dramatically stronger effect. Think about it like the fog levels in Mario Wii.

Character Changes:
--- Tweaked physics to make Mario control better.
--- Mario does not flinch or take damage from Sein's uncharged Spirit Flame attacks. Previously, Ori could completely negate incoming stomps with good timing, but now Mario won't lose his power-up or any momentum from Spirit Flame.
--- Strong now acts as a shortcut for a few keybinds. Up-strong is treated identically to the parry button and causes you to spin. Side-strong is a grab shortcut, it will not trigger a spin even if you miss the grab. Down-strong is an alternative input to spawn your Reserve power-up.
--- Downwards speed cap while falling. Mario now has a reasonable terminal velocity.
--- Spin jumps now launch rocks instead of shattering them.
--- Mario can now be grabbed by Clairen. Zetterburn's Forward Tilt is apparently a grab, so that works now too.
--- Mario's stomping logic has been improved. He can stomp any projectile that isn't transcendent.
--- Mario is no longer immune to Elliana's steam. Be very careful not to run into it. Use your spin button to clear it away.

Aesthetic Changes:
--- New Peril indicator. When you're in small form and you have something in Reserve you can use, you'll get a flashing icon and a sound effect telling you how to access it. Intended to help players who don't read the character description.
--- All characters have received voice lines for being trapped in Ranno's bubble.
--- Fixed issues with the twirling sprites for Luigi and Toadette.
--- All alts have received unique victory tracks with their level-clear voice lines.
--- When you defeat a boss character, fight on a boss battle stage, or battle in a castle---themed stage, your victory theme will be replaced with the "Castle clear" music, with the associated voice lines. A list of bosses, stages, and conditions will be available in the Discussions section.
--- The Reserve box is now coloured to match your HUD. P1 is red, P2 is blue, etc. CPUs get a gray reserve box, but they don't have any custom AI yet, so they aren't likely to actually access their Reserve.
--- Mario has unique footstep sound effects when he's standing on Sylvanos's grass.
--- Mario has unique footstep sound effects when he's standing on Orcane's puddle. Try ground-pounding on it for a fun sound.
--- Mario's ground pound now has screen shake when he hits solid ground. It does not shake the screen and produces less dust when he lands on a platform. There is also a sound effect for landing on a platform with a ground pound, and a visual effect where Mario will bump downwards slightly. This is intended to try and indicate to the player that they can burst through a platform by continuing to hold down.
--- Mario produces a sound when he jumps up into a solid object.
--- The bouncing sound effect that fireballs make is now louder.
--- Added Dexter the Cat to the CSS. Yeah, his name is Dexter. Photo generously provided by my QPP, Quarkjoy <3

Internal Changes:
--- Mario's behaviour has been separated from his Mario State Category. This will give me more freedom in the future to replace his behaviour functions based on things other than what he's doing (i.e. what he's standing on, or what power up he has, or any other conditions).
--- Mario's sprite is now rendered with shaders to allow for Yellow Toad. Some Workshop things may work better?
--- Infrastructure changes to prepare for the Power-Update.
--- Escaping from Mario's grab now supposedly works with having Special mapped to your right stick, but it didn't work in my testing. Does is_special_pressed() actually work? I think the docs might be lying. Let me know if it works for you.
--- Rewrote the way Mario checks how to react to attacks. It's now much easier to create grabs that Mario will support, in addition to things like attacks that won't make him lose his power-up and attacks that won't interfere with his momentum (like Spirit Flame).
--- Adjusted some code comments where I called Kragg's rock "stupid". I'm sorry, Kragg's rock.

Update: 6 Oct, 2020 @ 11:37pm

v5.9

Implemented grabbing! Hold Run and press Spin while you're near an opponent to lift them over your head like in Mario Wii. The opponent can escape by performing an up-special while you're on the ground - stay in the air to limit their opportunities to escape! Throw them by releasing the run button.

Other Neo Mario players instead escape by performing a spin jump.

Other changes:
- Improved compatibility with Sans - You can no longer bounce off white bones due to an issue where they wouldn't be destroyed, leading to easy 1-up farming
- Improved stomp detection. You should no longer be missing stomps that you're at the right height for.
- Probably more but I can't remember... Don't expect too much from me, friends, I'm not that smart.

Update: 29 Sep, 2020 @ 8:36am

v5.8

Figured out how to add a thumbnail... That's kinda embarassing
The stage the thumbnail was taken on is from the Super Mario Bros 3 Overworld stage by Maurii. Check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196676502

Update: 29 Sep, 2020 @ 7:55am

v5.7

Implemented special functionality for getting swallowed up by Ranno and Elliana. Also cleaned up some code all around :)
This is likely to be the first publicly available version! Isn't that exciting? I know I'm pumped!

Update: 21 Sep, 2020 @ 9:00pm

v5.6
Important patch since I put up the last one with a mistake. Also improved functionality for bouncing on teammates, like in New Super Mario Bros multiplayer ;)

Update: 20 Sep, 2020 @ 5:04am

v5.3

Redid all the sounds! The Neo Mario crew now uses sound effects source from New Super Mario Bros Wii. This is to give greater sound flexibility, fit in better with the sound design of Rivals, and to distance the character from Super Mario World just a little bit. Neo Mario isn't just a Super Mario World character, after all, he represents the Super Mario Bros series in general.
Some other under-the-hood changes have gone down. Stomping attacks are no longer projectiles, and their code is now much much cleaner. Also did some preparation for future additions, and improved the HUD.

Update: 12 Sep, 2020 @ 11:52pm

v5.2 (part 2)

I am a goof and I forgot to disable some debug functionality. Uploaded a new version to fix that.

Update: 12 Sep, 2020 @ 11:42pm

v5.2

First upload. Patch notes:
- uh... made the character?