Rivals of Aether

Rivals of Aether

Blackbeak
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Update: 15 Dec, 2022 @ 8:57pm

v1.7

Increased hit gravity : 0.5 -> 0.6 // Blackbeak was struggling to escape disadvantage a little too much Shrunk the hurtbox to better fit the sprite. // Blackbeak was struggling to escape disadvantage a little too much // I will probably look over many of the attack hurtboxes and trim a bit off the ends to better match vanilla conventions. Added a hitbox around Blackbeak when grappling with USPECIAL. // This was necessary- the recovery is incredibly linear, so this prevents punishes from being *completely* free. DAIR only raises Blackbeak if up is held. // This should make it more flexible. Made landing NAIR hitbox more similar to the second airborne NAIR hitbox. // This includes added move cooldown & drift multipliers.

Update: 1 Dec, 2022 @ 7:01pm

v1.6

STATS: - Initial dash speed : 6.5 -> 6.8 // meant to be a small change to the feel of movement // without perches. - Djump speed : 7 -> 9 // meant to normalize the feel of double jump. - Air Max Speed : 7 -> 6.5 // with the djump height increased, this helps keep // Blackbeak from feeling a little too fast. // reminder that this is the maximum speed Blackbeak can // reach by only drifting- it does not lower speed already // gained. // (this does not affect his speed when leaving a perch.) - Prat Fall Accel : 0.85x -> 1.5x // to help mitigate suiciding with USPECIAL. // Blackbeak has a low air accel (0.15), so this high // multiplier is high to account for that. // many of the following changes look like nerfs, // but are meant to help these moves combo better // and chain into kill moves. BAIR: - Hit 2 Base Knockback : 7 -> 5 - Hit 2 Knockback Scaling : .7 -> .5 // should be a better chain into Sweetspot UAIR and // NSPECIAL (Perched). DATTACK: - Weak Hit 2 Base Knockback : 6 -> 4 DTILT: - Startup decreased : 10 -> 8 frames - Base Knockback : 12 -> 6.3 // DTILT should now be a better chain // into BAIR, UAIR, NAIR. FAIR: - Sourspot Base Knockback : 8.4 -> 5.0 - Sourspot Knockback Scaling : 0.3 -> 0.5 - Sourspot Angle : 45 -> 55 // sourspot should now chain better. FTILT: - Endlag decreased : 10 -> 9 - Base Knockback : 9 -> 7 - Knockback Scaling : .1 -> 0.3 // should be a better chain into itself, UTILT. NSPECIAL (not perched): - Startup decreased : 6 -> 5 - Endlag decreased : 24 (9 + 15) -> 20 (8 + 12) // this is all to make placing a perch less commital. // therefore it makes perches easier to use without // taking away anything too important. UAIR: - Sourspot Knockback Scaling : 0.7 -> 0.5 - Sourspot Set to use Angle Flipper 6 // Sourspot UAIR should now be a better chain into // other aerials. DAIR: - Removed downward thrust. NAIR: - Added a landing hitbox if the first hit connects. - Made the second hitbox connect a little more consistently. USPECIAL: - Upon entering after grappling, the speed is clamped to 15 units. // suicide is still easy... just a lot less accidental. DSPECIAL: // Dspecial has been ... uh.. lessened?? // not worse, but just not as extreme. - canceling the loading is done with PARRY / SHIELD instead of releasing SPECIAL. - Lowered Loading time : 60 -> 50 - Lowered Charging Endlag : 26 -> 15 // Blackbeak puts away the Shotgun after loading it. // this is a reduction in that time // from the time DSPECIAL starts to the time Blackbeak // can move, it's a total change from 86 -> 65. (-21 frames) - Firing Startup Increased : 3 -> 9 - Blast (Near) Base Knockback : 12.5 -> 10.5 - Blast (Near) Knockback Scaling : 1.05 -> 1.0 // very good, but a bit more reasonable. - Blast (Middle) Extra Hitpause : 10 -> 0 - Blast (Middle) Width : 180 -> 150 - Blast (Middle) X-Position : 135 -> 120 // together with width, this reduces its effective range // by 30 units. - Blast (Far) Extra Hitpause : 10 -> 0 - Blast (Far) Base Knockback : 7 -> 2 - Blast (Far) Knockback Scaling : 0.8 -> 0.1 - Blast (Far) Width : 240 -> 200 - Blast (Far) X-Position : 180 -> 160 // together with width, this reduces its effective range // by 40 units. - Blast (Fair) now uses Polite Knockback // in vanilla, this is what is used by Sein for Ori's NSPECIAL. // damage is still dealt. // this means that the effective range of the entire blast // is, by and large, reduced by 70 units. // (the funny hitbox size mostly stays.)

Update: 29 Nov, 2022 @ 9:53pm

v1.5

Update: 29 Nov, 2022 @ 8:51pm

v1.4

Rounded out the implementation of Physics sleeping

Update: 29 Nov, 2022 @ 8:11pm

v1.3

Added Physics Sleeping to the ropes' verlet integration.
Optimized the methods in the verlet integration itself.

Update: 29 Nov, 2022 @ 3:03pm

v1.2

More performance optimizations

Made the thrown anchor more consistent

Fixed an issue where Blackbeak would get stuck in Uspecial while the anchor is hooked

If an anchor hooks before it can give movement, Uspecial is canceled identically to canceling Uspecial with shield.

Update: 28 Nov, 2022 @ 7:55pm

v1.1

Update: 28 Nov, 2022 @ 7:55pm

v1.1

Update: 28 Nov, 2022 @ 11:50am

v1.0

Jab & Nair have use sfx

Utilt, Dtilt, and the strongs have whifflag

Death puts a large cooldown on the shotgun, so you can't charge it during respawn immunity

Fspecial has whifflag- cutting a perch is considered a hit and does not incure whifflag

Update: 28 Nov, 2022 @ 11:50am

v1.0