Fraymakers

Fraymakers

Assist: Akatsuki (Akatsuki Blitzkampf)
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Update: 30 Dec, 2023 @ 8:45pm

0.1.0
--- General changes ---
- baseScaleX/Y set to 1, with the sprites now manually scaled at 0.5 in FrayTools. Bear in mind he'll look scrunched while fading in and out, possibly due to an engine-side bug.
- In relation, the assist now finally uses Autolinking for kicks1+2.
- Frame data adjusted, generally should have longer active times (10 frames for kicks1+2, 5 for kick3) and less frames in between them.
- Speed adjustments. Horizontal speed is applied every frame for kicks1+2, and a couple of the vertical speed boosts were slightly increased.

--- Kick2 ---
- TumbleType set to ALWAYS.

--- Kick3 ---
- Base KB set to 50.
- KB growth set to 30.
- KB Cap set to 65.
- tumbleType set to ALWAYS. Might force knockdowns better.

Update: 18 Jul, 2023 @ 12:02am

Update: 18 Jul, 2023 @ 12:02am

Update: 17 Jul, 2023 @ 11:48pm

0.0.92
- Got rid of that one annoying error that you may have been seeing in the console log; AnimationStats didn't have an ID so the mod couldn't find it.

Update: 25 Feb, 2023 @ 3:18pm

0.0.91
- Just needed to add namespaced lookup's for hitsounds, they should be playing again.

Update: 4 Feb, 2023 @ 6:20pm

0.0.9
- Updated audioclip code to ensure Akatsuki's sounds will play in an upcoming patch.

Update: 17 Jan, 2023 @ 8:48am

0.0.8
- Lowered startup's for Kicks 2 and 3 by a single frame. Should be 8 and 9 now respectively.
Change made to accompany the extra active frames given to all kicks (mainly the first two). Also wondering if less startup/endlag may mean more consistent hits for this assist.

Update: 16 Jan, 2023 @ 12:26am

0.0.7
- Added one more active frame to each kick (should be 4, 4, and 3 frames respectively now)
- Updated thumbnail.
Noticed landing these kicks was rather inconsistent, disregarding the linking between them. Rather than increase the hitboxes or mess with the movement speed, I decided to readjust the frame data again. Landing each by themselves should be a lil easier now, I think?
Honestly, once they address a certain visual error regarding the fade functions, I might attempt to update this with scaling via animation properties instead of by code so that Auto-link can be utilized.

Update: 8 Jan, 2023 @ 11:58pm

0.0.6
(These changes were present last patch, but I forgot to change the meter cost back)
- Redid XSpeed gains so that the horizontal movement remains consistent throughout all frames of Kick1 and 2. Kick3 in particular utilizes keyframes for consistent XSpeed gain in only its startup.
- XSpeed gain went up 8.5 from 8.
- Spawn distance is now -8 instead of -12.
- Various changes to base knockback and hitbox sizes (generally should have more knockback and bigger reach).
- Startup for Kick2 and 3 went up by a frame or two (startup now is 9 and 10, respectively).
Beyond the proper(?) implementation for handling setXSpeed, all changes were made to better accompany the smaller scale I gave Akatsuki in v0.0.4, and to once again attempt to make this move consistently land all three hits. I forgot how honestly agonizing it is to work with this mod due to the nature of this multi-hit travelling attack (in a plat fighter environment).
Also want to update the thumbnail and make an up-to-date video clip later.

Update: 8 Jan, 2023 @ 11:46pm

0.0.5
wait rats i forgot to set the meter cost back to 85 ughhhhhhhhh