Rivals of Aether

Rivals of Aether

FSB Beta [OLD]
Showing 11-20 of 23 entries
< 1  2  3 >
Update: 24 Feb, 2021 @ 6:57pm

v1.11

- Attempt number 3 at online functionality

Update: 24 Feb, 2021 @ 6:08pm

v1.10

- You can use 'fs_ai_attempt_use' in your ai scripts to trigger the final smash on workshop cpus

- This is also Attempt #2 on online functionality

Update: 23 Feb, 2021 @ 9:15pm

v1.9

- Now affects every player in the room! (Including CPUs!)
- CPUs have their own AI for base cast smashes now
- made the in-game ball less distracting when not fully charged
- reloading with F5 in training mode shouldn't crash the game... unless there's a basecast player in the match. It still does break the buddy, but at least the game doesn't completely crash!

KNOWN ISSUES:
- Still breaks online :,(
- Particles on players without the buddy are glitched
- Workshop CPUs can't trigger their final smashes, at all
- CPUs in training mode don't care about their mode, as of yet
- multiple Final Smash buddies in the same room doesn't break the game, but it's untested as of now

Update: 22 Feb, 2021 @ 7:04pm

I BROKE IT CRAP

THIS IS WHY IT'S BETA

Update: 22 Feb, 2021 @ 6:10pm

v1.8

Attempt #1 at online functionality

Update: 22 Feb, 2021 @ 3:24pm

v1.7

Increased fake ball's base knockback from 10 -> 11

Sylvanos stops his final smash when he hits a wall.

Update: 22 Feb, 2021 @ 2:06pm

v1.6

Thanks to Snolid Ice for providing the new fake smash ball hit sfx! It should have much more OOOOMPH to it.

Added the ability to move the meter to the player. This is dynamic, and also removes the ball from play.
- set 'fs_meter_on_player' to true in any character script to enable this option

Added the ability to override the portrait used in the flash instead of mandating the win screen portrait.
- set 'fs_char_portrait_override' to the sprite index of the sprite to override the portrait in 'init.gml' specifically.

Update: 21 Feb, 2021 @ 9:49pm

v1.5

Updated sfx for every base cast final smash; now they sound acceptable!

Update: 21 Feb, 2021 @ 5:54pm

v1.4

Added a HUD meter:
- use 'fs_meter_x' and 'fs_meter_y' as offsets
- use 'fs_hide_meter' to prevent it from displaying

Added 'fs_charge_mult'; this is the multiplier of how fast the final smash charges.
- it defaults to 1.3
- you can change this in any script dynamically

Fixed the problem with post_draw

Update: 21 Feb, 2021 @ 2:48pm

v1.3

Improved the fake smash ball's hit sfx