Rivals of Aether

Rivals of Aether

Mario Kart (ft. Shy Guy)
Showing 1-9 of 9 entries
Update: 13 Apr @ 10:35am

v2.1

Update: 13 Apr @ 10:31am

Update: 13 Apr @ 10:30am

v1.2

Update: 30 Mar @ 1:58pm

v2.1

- When you keep holding Attack after Neutral Air, you need to actually wait until the attack, at the very least, enters its endlag to get the speed boost on the ground. Basically, you cannot use Neutral Air right before landing every time to bypass landing lag

Update: 1 Aug, 2024 @ 5:14pm

v2.0

MOVE REWORKS:
- Down Special: The banana no longer follows the player, but instead it is thrown behind the kart straight away! Its physics have also been reworked.
- Up Tilt: The move now uses the antenna from the Smart Steering mode, making it more powerful and visually distinct.
- Up Aerial: The lightning now gives you a small vertical boost, leaving you vulnerable afterwards. Also, when the lightning hasn't recharged yet, the move uses the Thunder Cloud item from Mario Kart Wii!
- Back Aerial: The boomerang now brings opponents closer to you on its way back. Try your luck!

AESTHETICS/QoL:
- Many animations have been reworked, with the objective of making the character more expressive and readable.
- In situations where you can hold the attack button for a boost (The initial countdown, the Neutral Aerial, hitting a Dash Attack), the character now glows when the button is held, giving better visual feedback.
- The Up Aerial and Down Special now have HUD bars that show the cooldowns for the lightning and the banana. Those bars only appear during said cooldowns.
- The "Dash start" sound effect now has some pitch variations.
- More compatibility stuff. Most importantly: Miiverse!
- The Steam page also received a big makeover!
- The portraits are a bit different, there's a victory screen now, etc. Lots of minor stuff.

Update: 3 Aug, 2022 @ 11:02am

v1.3

*Non-gameplay stuff*

Visuals:
- The following moves have completely new or slightly adjusted startup animations: Dash Attack, Forward Tilt, Back Aerial, Forward Aerial, Down Strong, Down Special, Forward Strong, Up Strong
- Many moves now have better vfx, particularly the speed bosting ones. The VFX now better reflects the intensity of said boost.

General gameplay:
- You can no longer cancel the small boost you can get from Neutral Air/Dash Attack/Pressing attack during the countdown. This change was made so *not* boosting was also an option. This also applies to the boost after drifting (the moving Neutral Special).
- The "Jump, be fast and don't attack to dash when you land" mechanic has been reworked so it only happens if you jump WHILE dashing. Basically, you can't short hop, jump then instantly dash anymore
- While many cooldowns are now gone, there's still an universal cooldown if you keep dashing after jumping. Due to how this mechanic is triggered (see above), it's very unlikely that the player will trigger the cooldown on accident

Also, I made several changes in init values so the kart is a bit more slippery and has less air mobility:
- Dash Turn Time: 10 -> 16
- Dash Turn Accel: 1 -> 0.5
- Dash Stop Time: 5 -> 6
- Dash Stop Percent: 0.35 -> 0.25
- Ground Friction: 0.35 -> 0.3
- Moonwalk Accel: 1.3 -> 1.2
- Max Jump HSP: 8 -> 6
- Air Acceleration: 0.45 -> 0.3

Other things:
- The Kart dropped learned not to text and drive, so no Munophone. It still likes the Frame Data Woodcock, though!
- A funny interaction can happen with Kirby :)
- small_sprites is now a thing so faster loading

*Normals*

Forward tilt:
- Removed the slowdown effect on enemies, partially to prevent bugs and partially to keep the match going
- There's also no cooldown anymore: 45 -> 0
- The attack has less horizontal range

Down Tilt:
- There's no cooldown anymore: 10 -> 0

Jab:
- There's no longer a cooldown: 10 -> 0

Dash Attack:
- There's no longer a cooldown: 15 -> 0

*Aerials*

Forward Aerial:
- There's no cooldown anymore: 5 -> 0
- Startup: 7 -> 12
- Knockback scaling (sweetspot): 1 -> 0.8
- Base knockback (sweetspot): 8 -> 6

Up Aerial:
- There's no cooldown anymore: 60 -> 0
- The attack now has less horizontal range
- There's now a cooldown of 1.5 seconds after you use the move, during which the lightning won't spawn
- Base knockback (sweetspot): 8 -> 7
- Knockback scaling (sweetspot): 1.2 -> 1

Back Aerial:
- There's no cooldown anymore: 10 -> 0
- The hitbox on the boomerang is now smaller

*Strongs*

Forward Strong:
- The attack now has universally 0.6 knockback scaling (previously 1.2 and 0.8 depending on the groundedness of the projectile)
- Base Knockback was reduced: 8 -> 6 on the ground, 4 -> 3 on the air
- There's 6 more frames of startup after the charge
- The spiny shell was nerfed as well, and now the base knockback and knockback scaling are the same as Elliana's Rocket Punch. The same frame data changes from the regular Forward Strong are also applied here.
- Both versions of the attack no longer have custom friction

Up Strong:
- Knockback scaling: 1.2 -> 0.8
- Base knockback: 8 -> 6
- There's two more frames of startup post-charge (5 -> 7), and 8 more frames of cooldown after that (20 -> 28)

*Specials*

Neutral Special:
- As the kart is more slippery, I've made it so you don't NEED to be completely stopped to activate the "stopped neutral special" (Golden Mushroom)

Neutral Special (air):
- The attack lasts for more time overall. The same applies to the Up Special variant

Forward Special:
- You can now only cancel the move into Neutral Special or Up Special after frame 10 of the dash

Forward Special (air):
- The super armor now only lasts while you're the Bullet Bill. Previously, it lasted for some more frames

Up Special:
- Using the fire ball no longer slows down the descent, so stalling is harder

Update: 4 Jun, 2022 @ 11:24am

v1.2

- The Neutral Air sfx no longer uses the trick sfx from Mario Kart Wii, instead using the Mario Kart 8 trick sfx. Hopefully this is more pleasant to the ears, specially since the move is an essential part of the character's kit
- The Double Jump sfx, which used the Mario Kart 8 trick sfx, now has a new sfx to account for the change in the Neutral Air

Update: 30 Oct, 2021 @ 12:53pm

v1.1

FStrong (Green Shell):
- When in the air, the move's damage, knockback and knockback scaling were lowered further, now being half the regular values (turning into 5, 4 and 0.6, respectively)

FStrong (Spiny Shell):
- Before the explosion, the shell's knockback scaling has been reduced (1 -> 0.3)
- Before the explosion, the shell can't hit the sender anymore

UStrong:
- The explosion now has an angle flipper of 0 (same angle every time), but after the bomb bounces it turns into 3 (horizontal knockback sends away from explosion)

FSpecial:
- The attack now has a bigger startup (6 -> 8)
- The hitbox has been reduced to last for 8 frames (the previous value was a typo)

USpecial:
- Made some adjustments to vsp while gliding to further prevent stalling. Most notably, the vsp is now 1 when the hsp is below 4. Previously, it was always 0.5.

Update: 23 Oct, 2021 @ 11:04am

v1.0