Rivals of Aether

Rivals of Aether

Jacket
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Update: 28 Jun, 2024 @ 12:19pm

v2.2
-- Visual upgrade --
In the previous version many colors and sprites were wrong, as I mentioned before Jacket was mostly developed using quite precarious tools and without knowledge in various fields, due to this and in this update all the sprites were adjusted (so the screenshots may look obsolete), colors and animation timing, as well as the color variants were changed and the code was optimized even more, a rework is coming, but this version will also be fixed as much as possible with the idea of ​​having an approximate as sample for what will be seen in the rework. The rework is in development, so you can expect news soon. Changes: + Buff - Nerf * Fixed Extra: There is some visual improves, game feel changes and quality adjusts. * Victory and character selection portrait looks better. * Sat, cleaned, fixed and updated many sprites along with the main color palette. * Better and more complete animations (in some cases). * Fixed hitboxes. * Color variants were changed for more variety, consistency and to avoid problems with future versions. * Removed complex move sets and obsolete sprites and modified routes, this should make Jacket more responsive * Huge optimization in code.

Update: 14 Jun, 2024 @ 10:07pm

v2.1
-- Hotfix --
Changes: + Buff - Nerf * Fixed Special: The gimmick of the arsenal changed, therefore quality changes were made to the entire kit in order to bring balance, some mechanics were eliminated and the movements in general can feel very different. * Fspecial: All proyectiles has parry stun now. * Fixed a error where parrying a projectile would not stun. Extra: There is some visual improves, game feel changes and quality adjusts. * Victory and character selection portrait fixed some dead pixels * Achieving a parry now displays a visual effect, delivers a weapon and reloads ammo.

Update: 14 Jun, 2024 @ 11:17am

v2.0
-- Balance Patch --
Maybe Hotline Miami 3 will never come, but a rework for Jacket sure will... I'm planning to redo the core mechanics of the character to make him more dynamic. Currently, Jacket can repeatedly use "I got New Friends" (d-special) to pick up a weapon and "Pitcher" (f-special) to throw it. This method is much more efficient and makes Jacket rely heavily on these actions without a penalty or proper setup time to access this mechanic. Although cooling is a temporary solution, it does not completely address the problem. The vision behind this preview version of Jacket is to get as close as possible to the art style of Hotline Miami and find a middle ground that balances this aesthetic with the gameplay of Rivals of aether. This process might delay other projects, but I think it's worth it. With these changes, Jacket should be more fun to play and a more entertaining opponent to face while also showing a bit of the direction I want to take with the character. Changes: + Buff - Nerf * Fixed Gimmick: Arsenal: Jacket can pick up a weapon randomly from the ground, this changes the properties of some attacks. * All the arsenal weapon properties were reworked to have the same speed, in a future update this will change again. General: The base statistics have also been adjusted to be more accurate for the RoA cast using Zetterburn and Ranno as a base. Physical size: * char_height 64 > 56 * knockback_adj 1.1 > 1 Animation: * idle_anim_speed 0.1 > 0.15 * crouch_anim_speed 0.1 > 0.1 * walk_anim_speed 0.21 > 0.2 * dash_anim_speed 0.3 > 0.25 * pratfall_anim_speed 0.1 > 0.2 Ground movement: * walk_speed 4 > 3.5 * knockback_adj from 0.5 > 0.2 * initial_dash_time 9 > 8 * initial_dash_speed 8.5 > 7 * dash_speed 9 > 6.6 * dash_turn_time 10 > 14 * dash_turn_accel 1.5 > 1.2 * dash_stop_time 5 > 6 * dash_stop_percent 0.35 > 0.35 * ground_friction 0.5 > 0.5 * moonwalk_accel 1.4 > 1.3 Air movement: * leave_ground_max 7 > 6 * max_jump_hsp 7 > 6 * air_max_speed 5.5 > 5 * jump_change 3 > 3 * air_accel 0.3 > 0.4 * prat_fall_accel 0.85 > 0.85 * air_friction 0.04 > 0.05 * max_fall 10.5 > 9 * fast_fall 16 > 14 * gravity_speed 0.56 > 0.5 * hitstun_grav 0.5 > 0.5 Jumps: * jump_start_time 5 > 5 * jump_speed 11 > 11 * short_hop_speed 7 > 6 * djump_speed 11 > 10 * djump_accel 0 > 0 * djump_accel_end_time 0 > 0 * max_djumps 1 > 1 * walljump_hsp 7 > 7 * walljump_vsp 10 > 8 * land_time 4 > 4 * prat_land_time 8 > 10 Tilt: The whole set felt bad, very fast movements with a lot of damage and that did not feel impactful, they could do a KO without much effort or they simply had useless movements, which changed the search for a real ground moveset. * Jab: This should not work as a infinite anymore. + Less endlag. + Knockback change from 4 > 5 and scaling was added. * Angle change from 50 > 45. + Dattack: The move now should have impact and doesnt broke the momentum, you can no longer attack on hit but still can jump cancel. + Startup change from 7 > 8 and the active window from 9 > 7 with more endlag from 7 > 9. + The knockback change from 8 > 6 with a scaling from 0.3 > 0.4, angle change from 55 > 40. - Damage change from 4 > 5. + Ftilt: It has slightly less friction. * Startup from 7 > 9 and endlag from 12 > 9. - Less knockback. + More damage. * Can charge. * Whifflag added. - Dtilt: Less range with a reactable startup. - More startup from 4 > 9 and more endlag. - The knockback scaling from 0.3 > 0.4, angle from -55 > 45. - Damage from 3 > 2. * Utilt: Now it works. + Now is multihit. - More startup and endlag with more active hit. + The knockback was adjust with an general angle change. * Whifflag added. Air: All air movement changes and therefore the landing lag increases. * Nair: The attack now has impact and multihit. * More startup from 4 > 7, much less endlag. + More knockback from 4 > 5 with scaling adjust. + Bair: More viable in general, a larger hitbox and multihit work. - Less knockback scaling from 0.6 > 0.5. * Fair: Hitbox adjust and better reaction on move. * More startup and less endlag. + Knockback scaling increase from 5 > 6. + Dair: Now it feels cool. + Knockback change from 5 > 6 and scaling from 0.5 > 0.7. - Uair: A nerf lol. - Startup from 4 > 8 and endlag from 12 > 10. - Has less damage from 7 > 5. - A lot more landing lag. Strong: This are general changes because those were A LOT of changes like... why this was so bad? + The start up is more consistent, and the endlag was reduced. * Now has less fricction with or without weapon. + Hitstun reduced. * Whifflag was added. * Knockback fixed. * Adjusted damage and also gearbox priorities of individual hitboxes. Default: + Dstrong: It has slightly less friction. + Can charge. Chainsaw: * Fstrong: Feels good. + Now is multihit. * Dstrong: Way more powerful. * Hitbox adjust. - Techeable. * Ustrong: Less broken. * Hitbox adjust. Special: The gimmick of the arsenal changed, therefore quality changes were made to the entire kit in order to bring balance, some mechanics were eliminated and the movements in general can feel very different. - Nspecial: Fire. * Uzi: Faster reload. - Now it has a fast fall on air shot, thats why uzi now doesn't have knockback. * Shotgun: Accurate shot. * Now Jacket throw the shotgun when go out of ammo. - Damage per pellet change from 7 > 3. - Has more knockback in air. * Now it has visible hitbox. + Better dispersion. + Cooldown decrease. - Fspecial: Another nerf lol. - Without weapon has more cooldown from 50 > 70. - With weapon has more cooldown from 50 > 120. * Dspecial: Less spamming. - A minimum 2x combo counter is required to pick up a weapon. * Uspecial: "Knife For Pros" now is a one tap special, it cannot cancel with special anymore, this is because it was poorly balanced at the beginning and had loops that kept Jacket in the air indefinitely. + Has a little speed buff. - Less damage total from 14 > 12.

Update: 14 Jan, 2024 @ 1:43pm

v2.0
The patch notes for version 2 were so long that they didn't fit in the space of v2.0 lol
Extra: There is some visual improves, game feel changes and quality adjusts. * Ai should do things now. * Some alternative colors were adjusted. + All animation set was adjusted. * General hitbox adjust. * Now just some attacks can "trigger b reverse". * The terrible knockback was fixed. - The damage you can deal in combo is was reduced and is more fair. + Hitstun is a lot more consistent. + Combo counter now works better. * The victory themes are shorter. + The total weight of the file was reduced from 29.4 MB > 3.77 MB. Note: When I started I only used paint.net for pixel art and during development I learned and made a lot of mistakes. I asked for permission and apologized for using or tracing some sprites (which changed over time). Despite being a fighting game fan, I didn't know much about archetypes, terminology, or frame data. Over time, I've gained a solid foundation in art, balance, and coding, allowing me to approach Jacket's restructuring with more confidence. Additionally, the idea is to redo all the work on the sprites and make the character more expressive when attacking, while incorporating a more elaborate design with colors that better align with the style of Rivals of Aether.

Update: 18 Apr, 2023 @ 11:55pm

v1.109

Update: 16 Mar, 2023 @ 1:34pm

v1.108

- Character select update

In the workshop there is another jacket, the Remix version is great too, if you want to take a look.

Update: 15 Mar, 2023 @ 11:55pm

v1.107

- Hurt animation fix.

Update: 15 Mar, 2023 @ 11:21pm

v1.106

- Color correction fixes (lol).

Update: 24 Feb, 2023 @ 10:24pm

v1.105

- Color correction.
- Arsenal Balance.

Update: 24 Feb, 2023 @ 7:44pm

v1.104

Minor nerf:

- Dtilt: HSPEED 7 to 6.
- Dattack: HSPEED 13 to 10.