Rivals of Aether

Rivals of Aether

Sash Lilac (FP2)
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Update: 11 May, 2023 @ 6:49pm

v1.5

-Dspecial has had more of its function added with still more to come on the way! Milla is called in the aerial version, she holds her shield away from you and is a constant stream of 0dmg hitboxes. Milla can be contacted by hitboxes from either player and will be sent back and away at a fixed angle.
--Dspecial_Ground blocks are now resized and play an animation. Sound + sync coming soon.

-First set of Abyss runes!
Give them a look and let me know if any problems arise.
--Passive benefits, an added mechanic, and brave stones, oh my!

-Added an extra ALT for fun on the current non-accurate recolor settings.
--Idol

-Dashstop properly has Lilac's hair rendered behind her. (Hitstun is likely next to get this treatment.)

-Gems now have a particle effect that appears to further help indicate collection.

-Uspecial has had sprite realignment + updated hitboxing/hurtboxing.

-Voice tag enabled as default for buddies using that named variable. (Done for Milla to speak, hoping her to get her specific lines implemented in the future.)
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KNOWN ISSUES
-Shaders still weird.
-Dspecial is not complete.
-Energizer projectile sprite is misaligned.
-No bad luck protection implemented.

Update: 9 May, 2023 @ 1:05pm

v1.4

-Added very rough, but usable ALT colors.
0. (Default)
1. Drowned
2. BnR
3. Slime
4. Bubblegum
5. Starfire

-Proper Airdodge animation reinstated! Possible incoming removal of the auto-face feature. LMK if it feels weird to use or follows the easy turnaround nature of Lilac. Nice to see a smooth backflip again.

-Dair damage has been reduced. Hitbox damage increases the farther into the move you go. This was done to reduce the overall reward of being able to special cancel this move into more damage/kills.

-Uspecial cooldown Increased.
--Uspecial now has FP2 particles and spring art! Redone hurtbox/hitbox placement on the move.

-Taunt now allows for Carol to be summoned to taunt alongside you by inputting Ustrong! Doing so will incur a cooldown for Ustrong. Can't have 2 Carols now, can we?

-Holding up while idle now causes Lilac to look up, (including her drawn hair behind her! This feature is coming soon to other animations like dash stop.)

-Adjusted several sprites that caused Lilac's feet to float above the ground. Alignment should be a bit better.

-Collecting a crystal gem shard now plays a sphere effect!
--Gem ownership is designated by gem color related to the ALT chosen.

-Slight increases to landing lags and pratfall landing lag.
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KNOWN ISSUES
-Pressing Dspecial in the air, will start the animation and count for cancels, but do nothing. Dspecial Revamp in progress.
-Taunt can play multiple lines if you input directions on the correct frame.
-Possible change to pratfall animation?
-Alt colors have incorrect pixels. This is due to my own inexperience and the high number of white pixels in Lilac's base design. They are nowhere near perfect, but get the job done for right now.
-Sometimes jumping from right-crouch will flick Lilac's sprite left for 1 frame in jumpsquat.

Update: 8 May, 2023 @ 2:52am

v1.3

Update: 7 May, 2023 @ 1:58pm

v1.2

-Lilac will now play her push animation when moving below 0.7hsp while walking.

-Lilac now has a cooldown on Uspecial and Nspecial.

-Lilac can now jump / wavedash out of phase 3, 4, and 5 Cyclone. Doing so in the air will reset Cyclone's cooldown. Doing so on the ground will incur 2x cooldown. The previous Uspecial cancel will now incur a 1.67x cooldown to Cyclone.

-Spring Jump's cooldown will be doubled if used to cancel out of Cyclone.
--Spring Jump's cooldown will be instantly reset on a wall-jump.

-It should be easier to jump or Utilt cancel out of Dash Attack!
And the spring no longer inflicts nearly as much hitstun and has a properly scaled sprite+hitbox.

-Adjusted gem spawning logic to always spawn onscreen on every stage horizontally depending on current camera position.

-Dspecial has a scaled box and is more functional with appearing+disappearing boxes. The move can only be used while grounded currently and has a cooldown of 480 frames. Each solid box will rotate from visible to invisible every 120 frames for a total of 1080 frames for its lifespan.

-Slight height adjustments to various movement sprites. Notably lowering dash, dashstop, and dashstart.

-Slight nerf to kill power on strong moves.

-Slightly more slide movement to Ftilt.
--New Ftilt sound.

-Boost Breaker hitbox 1 (the strong hit) has been nerfed. Crouch now armors through this hit.

-Fspecial startup now has super armor instead of invincibility. (Dragon Boost still retains invincibility.)

KNOWN ISSUES
-Ustrong projectile is blocked by solids. This is fixed for the next patch. Can be adjusted either to have consistent behavior, whatever balance feels better. Currently hitbox 1 stops and hitbox 2 passes through.

Update: 6 May, 2023 @ 10:32am

v1.1

Now let's talk features!

-Sprites straight from FP2!

-Instant turnaround while crouching.

-Instant turnaround from airdodge.

-Gem mechanic implemented!
--Collect 25 to gain an extra stock! (Enemies can collect them for you as well. So try to hit opponents into them.)
--Hitting them will destroy them.

-Surprise Carol cameo in Ustrong!

-Angle-able and cancellable (Boost Breaker) Fspecial with a recharge cooldown.
--Cancel into Dash Attack on the ground!

-Voice Lines! Dawn M. Bennett absolutely rocking it.
--Choose your taunt voiceline with direction inputs.

-SFX from FP2 to make things feel just like home!

-Forward Aerial!

Update: 6 May, 2023 @ 1:57am

Update: 6 May, 2023 @ 1:57am

v1.0

Update: 6 May, 2023 @ 1:22am

v1.0 Known Issues

-Fspecial "Dragon Dash" causes guard actions to play unintentional rolling. Left in because it looks cool. Use a different attack to fix.

-Fspecial input recognition is sometimes tough. Input directly up or down after the move has started up (rolling).

-Blink Dash is somewhat janky and does not properly parry. Will be adjusted in the future.

-Dspecial is unfinished, more a proof of concept.

-Uspecial has placeholder art (from previous Lilac i.e. not mine). Functional to playtest.

-Carol does not play other sprite animations upon entering or exiting as a projectile.

-Regular dash-stop (backwards running) does not include Lilac's hair or dust-FX.

-It's possible to cancel into Dash Attack even after a successful parry against your Dragon Dash.
It's possible to cancel into Dash Attack while still angled downwards.

-There is an additional unintended sparkle sprite attached to the Boost Breaker projectile.

-Friendly fire voicelines were activating on all targets, regardless of team. They have been disabled for now.

-The offscreen icon does not fit inside the indicator.

-General imbalance.

-No proper SFX for Dash Attack.

-Currently the boost meter is not implemented, however a particle effect and sound queue are.

-Backflip sprites were misbehaving, currently either using jump sprites or rolling sprites in place of them.

-Gem pickups are not implemented yet.

-Looking to add interactions with related items. Still learning! Particularly other FP characters in the match. (I.E. Milla buddy + assist).