Rivals of Aether

Rivals of Aether

The Jester
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Update: 22 May @ 11:00pm

v1.16

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=Changed the y offset of most sprites to be accurate with the base cast.

=The Jester's falling sprite now animates.

=Made a color change to the darker blanket colors in the parry animation.
-Is practically impossible to notice the difference, but it's to make it not get
-effected by the purple parry effect.

=Apparently I forgot to resize the Chalkles BAir Heart sprite.

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=Decreased the Jester's fall speed: 13 -> 9.
=Decreased the Jester's fast fall speed: 16 -> 13.

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=Updated the ai to match Kunio's and Riki's from their patch, as well as
-other ai codes that were not given to them yet.

-This custom ai actually isn't 100% finished yet, as there are some things
-that the ai gets confused about (e.g. edgeguarding on a stage where there
-are platforms that go past and above the edges (his own stage is a good example)).
-But I think it's mostly good for now. I will improve this once I update my first character:
-Foreman Spike. ;)

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=Increased UAir's Knockback Scaling: 0.2 -> 0.3.
=Increased UAir's Hitstun Multiplier: 0 -> 2.
=Added walljump access when using UAir (mainly to prevent CPU SDs).

=Added Visual Effect to FStrong.

=The Jester's NSpecial now automatically cancels when it's parried.

=Updated the Golden Unicorn's indicator. It now shows which player owns
-which unicorn via player number above the colored arrows.

=The ending visual effect for USpecial now displays over the Jester.

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=Updated CSS.

=Added a new character select sound.

Update: 29 Apr @ 10:32am

v1.15

-Updated the AI. He now has the same intel that Kunio & Riki have been given
-Villager can now pocket the Jester's treasure chest. Each chest can only be pocketed
once for the sake of balance. They also can't be pocketed if they're open.

Update: 27 Apr @ 1:53pm

v1.14

-Updated thumbnail to take place in his actual stage

-DAir Treasure Chest no longer despawns at the top or sides of the stage
(why did I think this was a good idea?)
-Increased the base knockback UStrong's final sparkle hitbox. 10 -> 13
-Increased the knockback scaling UStrong's final sparkle hitbox. 0.9 -> 1.3

Update: 25 Jan @ 12:38pm

v1.13

-Updated a bit of the Dracula cutscene text
-The Jester no longer gains steampoints during the Dracula cutscene. He'll start earning them again once he moves after
the cutscene
-Added Kirby Fighters Compatibility
-Updated UStrong to be easier to have all hitboxes connect hits with each other better

Update: 17 Jan @ 4:47pm

v1.12

-Added one new instrument to the Jester's victory theme
-Added a new victory background to go with the new stage

Update: 8 Jan @ 4:48pm

v1.11

-The Mario Head line in the character select screen no longer cuts off when there are multiple Jesters present
-Fixed a bug where unicorn indicators would not show when player number isn't one
-Remember the issue with F & DSpecial? DAir had the same case too...
-Fixed a bug with the Mario Head alt where a voiceline would not play after dying if the previous death was a
screen ko from the Star/Screen Ko Buddy
-Cleverness now starts depleting once DSpecial's endlag has finished
-Added more Mario Head Voicelines, as well as a different victory theme for the alt

Update: 7 Jan @ 4:31pm

v1.10

-An indicator now appears above the unicorn if their are multiple Jesters in battle, this is to prevent confusion
on who's unicorn is who's.
-Removed the use of the image_speed variable in the Golden Unicorn's code. Meaning it no longer animates
while the game is paused.

Update: 7 Jan @ 1:15pm

v1.9

-Whoops, I forgot to set the ai_init back to normal after testing the ai's use with NSpecial

Update: 7 Jan @ 9:35am

v1.8

-Fixed a bug where you could reset the steam power cooldown by trying to use
DSpecial or FSpecial when they're on cooldown (Shoutouts to D YellowMadness for pointing this out)
-Tweaked the ai a bit with how to use NSpecial
-Decreased NSpecial's sdi

Update: 6 Jan @ 6:18pm

v1.7

-Forgot to label him as finished in the previous update... :|