Rivals of Aether

Rivals of Aether

Ronda - Maiden of the Marsh
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Update: 13 Jan, 2024 @ 5:17pm

v1.16

Added css_draw back, removed alts. This did fix the issue so that's unfortunate.

Seen some bug reports about it being a Rivals spaghetti code thing, just gonna play it safe and leave her as is.

Update: 13 Jan, 2024 @ 5:12pm

Update: 13 Jan, 2024 @ 4:57pm

v1.15

General:
-Nuked the css_draw file in an attempt to fix a Windows specific crash when selecting alt colors, didn't work so uuuhhh guess I have to remove the extra alt colors.
-Sfx tweaked.

FAir:
-Reduced lifetime of all hitboxes by 1 frame.
-Adjusted variables for consistency.

DStrong:
-Added a hitbox that covers Ronda herself to improve multi-hit consistency.
-Hitbox size and placement adjustments to improve consistency.

DTilt:
-Reduced lifetime of all hitboxes.
-Hitboxes occur later into the animation to actually match what's happening visually.

Update: 13 Jan, 2024 @ 1:11am

v1.14

General:
-Hfx updated.
-Sfx updated.
-Minor sprite updates.

USpecial:
-Added an initial explosion hitbox.
-Adjusted physics when USpecial hover is ending.
-"Corruption" explosion base knockback and knockback scaling increased to 7/0.6. (from 4/0.5)

FStrong:
-Cattail tipper is no longer techable.

Bug Fixes:
-If Ronda had a Mudhat and was mid-FSpecial2, getting hit would spawn two Muds.
-If Ronda got hit during FSpecial2, Muds sometimes would just cease to exist.

Known:
-Rivals code moment: Shape 2 hitboxes/the rounded rectangles will sometimes just, overlap their hit sfx for 2 frames instead of 1 when hit at the top-most barely touching the opponent edge. Technically the fix is to use a different hitbox type but it happens so rarely I'm not gonna bother, because that's a lot of hitboxes to change.
-Canceling dashstart with USpecial has a massive boost in hsp, it's funny and not practical so we keep.
-Canceling dashstart with FStrong when near an edge would give a moderate boost in hsp, see above ^.
-Mud's hitbox is small and awkwardly spaced to workaround Rival's poor article_got_hit check. Didn't think of making a manual version until the Mudder changes and it's waaayyy too late to re-code Mud and Muddy's interactions (or at least playtest everything again), I don't like leaving it like that but it's functional so I kinda have no reason to uproot the current structure (time constraints of my own doing).

Update: 11 Jan, 2024 @ 12:02am

v1.13

General:
-Sfx updates.
-Minor sprite updates.
-Removed Ronda's ability to target articles that aren't her's with FStrong, UAir, and DAir; kept it because it was funny but it's been enough time.
-Removed FStrong and UAir's Attack and Special cancels, can still parry/airdodge and jump.
-Multi-hits adjusted for consistency.
-AI updates.

Muds & Muddies:
-"AI" updates, will now attack enemies and not Ronda, except Muddy who has a low chance to still blow up in her face.

Mudder:
-Can be hit, disrupted, and killed now.
-Now fires at a consistent interval.
-Projectile doesn't disappear on hit.

Waddledash:
-Has a horizontal speed cap now, still fast but won't carry Ronda across the entire screen at the right angle.

UTilt:
-Increased startup by 2 frames.
-Increased time between Whip and Stab by 2 frames.

FAir:
-Increased endlag by 2 frames.
-Increased landing lag by 2 frames.

FStrong:
-Reduced Punch sweetspot knockback scaling to 1.1. (from 1.2)
-Reduced soft armor of the Punch back to 12 due to general Mud updates.
-Bonus hsp from a jump cancel is determined by FStrong's initial direction now to deal with Ronda's commitment issues.

DSpecial 2:
-Swapped Explosion and Mudder's charge levels, the explosion is set to 2 pips and Mudder is set to 3 pips/full charge. Mudder controls the stage too well and the explosion was less useful due to the long windup.
-Claw explosion has extrahitpause (10).

Bug Fixes:
-If Ronda started a dash then fell through a platform, she'd become invincible.
-If Ronda started a dash and parried, she'd be invincible.
-Hurtboxes weren't being set for attacks like FSpecial2 or DSpecial2.
-FSpecial2/Waddledash wouldn't set FSpecial on cooldown, letting Ronda create 2 Muds that would kill each other for supremacy.

Update: 8 Jan, 2024 @ 12:04am

v1.12

General:
-Waddledashing has been nerfed slightly in execution. See below for details.
-Mudrangs have extra_hitpause (20) that sudo-freezes the target on hit, added this so they aren't completely lost in the Mud throwing competition.
-Tippers now use a hitstun modifier instead of hitpause.
-Added a quick intro animation, been kinda done animating in pixel art but it felt off not having something there.
-Win screen now uses Ranno's background and victory theme.

Waddledash:
-Execution on dribbling increased by adding a cutoff window for releasing the Special or "Shield" buttons, if held for too long, the Mud will bounce off the floor instead of spawning. This also increases use cases for those able to perform both.
-Adjusted physics of a tossed Mud.
-Reduced number of active frames in which a Waddledash can be executed.

Muds:
-"AI" has been adjusted, ex. can't freely air stall, is more aggressive, etc.
-Can no longer throw out a hitbox the frame they spawn, this led to some really jank interactions.
-Hitboxes have been adjusted.

FStrong:
-Punch armor (both base and "corruption") occurs without needing to hit now, was kind of counter-intuitive.

Bug Fixes:
-Ronda can no longer infinitely stall due to her airdodge not technically being used during a waddledash.
-Tap Jump now reads for Jump cancels.
-Fixed UAir's cancels not properly executing when hitting a Mud.


Update: 6 Jan, 2024 @ 3:54pm

v1.11

General:
-Improved waddledash grab detection.
-Taunt has 0, 1, 2 pip sprites.
-Added a second taunt when a Mud is held.

Mud, UStrong, DAttack:
-Improved mudball physics.

FSpecial2:
-A thrown Mud bounces off walls now as opposed to deleting itself.

UAir:
-Nerfed punch knockback scaling to 0.9 (from 1).

DAir:
-Added 2 more frames of endlag.
-Added 2 more frames of landing lag.

Bug Fixes:
-Waddledash couldn't throw the Mud straight until FSpecial_2 was used again, this has been fixed for all versions.

Update: 5 Jan, 2024 @ 10:05pm

v1.10

General:
-Waddledashing works now! Wasn't able to get that functional pre-airdodge rework.

Jab:
-Hitbox tweaks to improve consistency.

DAir:
-Added a sweetspot to the dive.
-Hitbox tweaks to make the sweetspot work.

FSpecial:
-Can now throw a nearby Mud instead of doing an empty bump.

Mud:
-The death mudball has "physics" now.

Update: 31 Dec, 2023 @ 11:37pm

v1.9

General:
-Ronda's abdomen now displays her "corruption" charge level, I am in pain again.
-Ronda's default weight is now 1.2 (from 1.4), and C.1 weight is now 1.1 (from 1.2).
-Added an actual mud toss closer to Dee Toss by aiming FSpecial with a mudhat on.
-Sfx reworked. Audacity went from a 60% corruption rate to 100% and my D: Drive is crying, so I've just done everything in Rivals itself.
-The default Rivals AI couldn't handle Ronda's kit, so an ai_update has been added to rectify it.
-Minor sprite updates.
-Minor hitbox updates.

Movement:
-Made dashstart more responsive.
-Dashstart slide cancel is now consistent.
-Dash animation now has a matching hurtbox.
-Minor airdodge updates.

Muds & Muddies:
-"AI" updated to be more functional.
-Extended lifetime before expiring.
-Adjusted hitboxes.

NSpecial:
-The maple seeds are limited to one on screen at a time.

FSpecial:
-Muds and Muddies now pop out of their bottles after a set period of time.
-Reduced cooldown of FSpecial to match the new spawn timer.
-When a Mud is grabbed, Ronda can angle a faster moving mud toss.

DSpecial:
-Fiddler claw axe is thrown further.

USpecial:
-Special canceling now spawns a maple seed.

FStrong:
-Increased hsp when Jumping out of a Dash.
-Increased Punch sweetspot knockback scaling.
-Increased soft armor of Punch to tank Muddy's explosion.

UAir:
-Increased Punch sweetspot knockback scaling.

BAir:
-Removed angle flipper from the initial Cross hit.
-Initial Cross hit is now fixed KB.

DAir:
-Extended collision check for hitting Articles and Cross/Mudrang.

Bug Fixes:
-Can no longer jump after an Airdodge during USpecial by hitting Jump before the idle_air state is registered.
-Dashstart no longer just, stops working for some reason I actually don't know why that kept happening, ended up just rewriting the code.

Update was delayed due to life things unrelated to the holidays, but mer crimbus.

Update: 17 Dec, 2023 @ 1:26pm

v1.8

Airdodge:
-Increased horizontal travel speed slightly.

FStrong:
-Added a directional indicator to emphasize that you can turn mid dash.
-Made the turning window more lenient.

UAir:
-Adjusted travel distance.

C1.DSpecial:
-Adjusted projectile spawn location and travel distance.