Rivals of Aether

Rivals of Aether

Zogo
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Update: 21 May, 2021 @ 12:30am

v1.02
removed drift multiplier on dash attack's second hit.
upair2 stats changed from 16 damage, 10 base knockback, 1.0 scaling to 13 damage, 9 base knockback, 0.9 scaling.
updated how enemy 0g boundaries are calculated.
characters that updated their physics stats in update.gml had jank interactions in 0g (Hau, Tape). Made those matchups less jank.

Update: 17 May, 2021 @ 4:28pm

v1.01
-normalized jab
-upair spike hitbox is more precise while the upward hitbox is more generous
-side b can be cancelled sooner
-added finished tag

Update: 17 May, 2021 @ 4:14pm

v1.01
ignore this

Update: 12 May, 2021 @ 11:44pm

v1.0
visual touch-up on tornado

Update: 10 May, 2021 @ 3:45pm

v0.852
fixed banana issue when multiple Zogos and another character is present
temporary debug message

Update: 16 Apr, 2021 @ 9:14am

v0.851
fixed a small mistake

Update: 16 Apr, 2021 @ 6:16am

v0.85
colors.gml script updated with color helper
if in 0g and not in hitstun: enemys will get out of 0g state if a certain distance above the stage.(set to 100pxs below the upper blast line.)
fspecial is now transcendent
Uspecial explosion HG_BASE_HITPAUSE 7 to 8
Uspecial explosion HG_HITPAUSE_SCALING 7 to 8
adjusted jab1 hitbox
dspecial and fspecial has seperate air animations now
tail hurtbox trimed in animations where tail is not the attacking limb
first animation frame of fair and dair is skipped for better readability
fix problem with multiple Zogos where code meant to only run once would run as many times as there are Zogos

Update: 9 Apr, 2021 @ 9:57pm

v0.8

move_cooldown[AT_FSPECIAL] decreased 40 to 30
one of the previous patches broke banana in the ditto, fixed.
teleport moves work in 0g (mostly implemented this to fix orcane puddle teleport from looking jank, also works for forsborn up-b. workshop characters teleport effect will vary)
dtilt active frames increased from 4 to 6 frames(this is so dash-dtilt and moonwalk-dtilt feel like they have their proper range with the boosted momentum)
preview art added

Update: 4 Apr, 2021 @ 2:07am

v0.75
Taunt added
Upair extra hitpause 4 to 2(matches up with upair2 new startup cause I was whiffing upair2 more by falling too much)
removed error messages(that I know of)
set fspecial projectile mask
upspecial explosion effect changed
Ustrong effect fades out
Etalus now acts the same in 0g as everyone else
Enemy knockback_adj in 0g multiplied by .375 instead of .35
enemys will get out of 0g state at 275 px away from stage instead of 250 px
enemys can now airdodge in 0g(no movement just invincibility)

Update: 28 Mar, 2021 @ 7:35pm

v0.7
Patch 4
Jab 1 damage 5 to 4
Jab 2 damage 5 to 6
fair sweetspot HG_HITSTUN_MULTIPLIER set to .75
added platform
reprogramed enemy 0g state(works on all base cast but Etalus acts a bit wierd after being hit. works on every workshop character I tried besides Hau who will have gravity after being hit.)
reprograming effect: characters can no longer use burst mobility moves to move in 0g
0g expiring sound plays consistently in my testing
if in 0g and not in hitstun: enemys will get out of 0g state if a certain distance away from the stage.(this is to prevent enemys from drifting to the blastzones and dying early if hit sideways. currently set to 250pxs)