Rivals of Aether

Rivals of Aether

Kordite
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Update: 12 Jan, 2024 @ 3:23pm

v1.25

Final Update!! (or should be)

This final path note was for cleaning up code, visuals, and adding more charm and flow to the character.

- F-Special now reduces the length of a window on hit instead of transitioning instantly to the next window. This visually enhances the move.
- Added functionality with F-strong on duplicated rocks.
- B-air rock is less jagged
- Added a sparkle to Kordite's position for various moves when rock is being transformed into obsidian.
- Cleaned sprites that had obsidian fragments flying like N-air and U-strong so they look cleaner.
- B-air spear gives slight push-back on contact with opponent (not sure if i mentioned before)
- Added a hurt sprite in the game hud

Update: 12 Jan, 2024 @ 3:16pm

v1.24

Update: 12 Jan, 2024 @ 3:04pm

v1.23

Update: 12 Jan, 2024 @ 2:39pm

Update: 11 Jan, 2024 @ 7:02pm

v1.21

Update: 11 Jan, 2024 @ 6:35pm

v1.20

Update: 10 Jan, 2024 @ 5:09pm

v1.19

A TON of visual upgrades this update.
- F-special
- F-strong
- U-air
- U-tilt

all got visual additions that should add to the quality of the character.

Some mechanical changes:
- U-tilt is now a 2-hit attack for
- Fixed bugs that triggered incorrect frags for F-strong and U-strong depending on what hitbox hits the rock.
- Upgraded U-strong and F-strong's frags with longer hitbox lifetime and slightly bigger hitboxes to make them deadlier and promote more of their use.


Update: 8 Jan, 2024 @ 7:55pm

v1.18

Made many changes and buffs.

Mainly:

Normals:
N-air is now a three hit multi-hit move
U-air reverted to it's previous version with some tweaks to fix how the move feels
Dash Attack now stops the player once the fist hitbox comes out
D-Tilt Frag is much taller (hits above platforms)

Strongs:
F-Strong Frag:
- no longer disables the use of N-sepcial
- spawns more rocks based on charge time rather than luck
- doubled lifetime from 1/4 of regular time to 1/2

Update: 4 Jan, 2024 @ 6:00pm

v1.17

Made further adjustments to Up-air to make it halting the players momentum intentional as an input.
- Up-air will not halt momentum if attack is tapped and it will if it's held.

It can now be used for drag-downs and further combos if attack is pressed (flick on C-stick works for this input)
or for the players positoning / recovery or catching opponents if held.

Shoutout to Succ for the suggestion!

Update: 4 Jan, 2024 @ 5:40pm