Rivals of Aether

Rivals of Aether

Madeline
59 Comments
Sporkinator 20 Jul, 2023 @ 3:47am 
3. Side special is not a useful projectile. I would say either allow the charges to be stored, or make it charge faster so it can serve as a utility option. (or just rework it completely :shrug:)

4. Making it so that forward air scales knockback / damage with your current velocity would provide really helpful synergy with super / hyperdashing. it feels like it does slightly too much damage at low velocity, and not enough at high velocity.

okay essay is over now. thank you so much for this mod, the character is super fun to play.
Sporkinator 20 Jul, 2023 @ 3:47am 
The thing i really enjoy about this mod is that you CAN'T properly play madeline like a rivals character, you HAVE to use celeste tech in order to do well. I really really love the schmovement this version of madeline provides, but i think a few small difference would do the character a LOT of good without making her completely busted.

Notes:

1. Ftilt should have a lingering hitbox, as it makes sense both visually and mechanically to set it apart from dtilt. it doesn't have to be SUPER long, just as long as the strawberry is visually out. Maybe even give it a slightly larger hitbox? It just feels like a worse version of dtilt in its current state.

2. Dashing through dream blocks should provide more velocity and distance. It's a little too short to be consistently useful, but can serve as a form of stage control in a pinch in its current state. It doesn't FEEL like celeste's dream blocks, which is probably why I don't love it.

cont.
Swissgamerthenoob 9 Jul, 2023 @ 11:45am 
As a celeste fan. Very disappointed. :(
404_coffee.exe 21 Nov, 2022 @ 8:03pm 
Lovely character mod!
wheatloathe 17 Aug, 2021 @ 2:45pm 
This is one of my favorite workshop fighters of all time. All the moves connect so well with each other and the rolls becoming the dashes in the game is so cool and so fun to play with. The down special is a bit bad and the side special takes a long time, but it's so fun to beat people up with.
Zeathus  [author] 12 Jul, 2021 @ 7:08am 
A new version is online, featuring many exciting additions! Please check the change notes for a full list, but some major ones are stamina, climbing and wallbounces!
Blyg999 29 Mar, 2021 @ 6:25pm 
hey i made some changes I think I made wavedashes much more similar to the original game and I added more cancelability and some visual effects to the dashes to make it feel more similar to Celeste, can I send you my suggestions?
Blyg999 29 Mar, 2021 @ 5:38pm 
hey great character you mind if i modify it a bit for my own use with friends? not planning to upload but someone on the discord thought I should ask
MinisculeMinute 16 Jan, 2021 @ 1:15am 
Along with just loving the references to Celeste in general, I really love how the character feels. Specifically FSpecial and NAir combos. Those just feel really nice.

I do think DAir and UAir feel a bit weird to land though - the hitboxes feel a little too far off to do much, in addition to the attack being very weak overall. Other than that, I don't think I can offer any critique that others have not.

Nevertheless I really enjoy this character! Great work!!
jmh8814 27 Aug, 2020 @ 10:58pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2186188926 Hopefully you would implement the rest of these to the character
DanDanHam 20 Jul, 2020 @ 3:45am 
I think madeline could be tournament legal
trseur 18 Jul, 2020 @ 2:24am 
I have suggestions. Her ui face near the percents should be her face sprite ingame instead the sprite from the original game. Also better use the sprite from character select screen youve used for the winning result screen. Hoping the suggestions makes the character more polished. Anyways, the gameplay with her is great. Thanks!
Zeathus  [author] 18 Jun, 2020 @ 5:49am 
I've made an effort to reduce the lag caused by DSPECIAL on some computers. Please tell me if this continues to be an issue
LilMissMasq 7 Jun, 2020 @ 7:48pm 
I've been having a lot of fun with Madeline and I feel they have a lot of potential, but I do have some personal gripes/critiques/etc.

- The dash is an interesting mechanic, but right now it doesn't feel very smooth to use, I feel like you should be able to use moves mid-dash, currently it doesn't feel overly useful outside of hyperdashing and recovery.

- Down Special is a great idea, but in its current state it doesn't feel worth your time to use. Neutral Special can do basically everything it can do but better. You can't set it up well since opponents can destroy it super easily, so it has no use in combos or recovery. If you're going to keep it as is, it should have some effect with the opponent as well. Maybe have them be able to dash through it, and make it so that if someone gets knocked into it, they'll go through it and be knocked back even further?

- Down Special can cause extreme lag in multiplayer 90% of the time. I don't know if you're aware of this bug or not, though.
[FL]ninlla124 30 May, 2020 @ 3:03pm 
i love this character, is interesting, specially the detail of the upsmash (ustrong), but i have some issues with the down B, is start to lag the game and i dont use it for that reason (even if i like it concept)
Ski 14 May, 2020 @ 5:29am 
There are two different dash sound effects for which direction Maddy dashes. You are only using one.
Zeathus  [author] 10 May, 2020 @ 12:43pm 
In the description, there's a link to the Abyss Rune buddy. If you subscribe to that and equip the buddy, you can toggle a rune that grants you the old down-b
GoodyP 10 May, 2020 @ 11:29am 
what does rune only mean? (I'm fairly new to the game). I really wanna get the dash block from the old down b back
Kiriba 2 May, 2020 @ 2:43pm 
For some reason it looks like Madeline's forward strong getting parried stuns her for significantly less time than the other moves. You can't even land a tilt before she dashes away.
Jealousfish 2 May, 2020 @ 4:35am 
not in training
junopangus 25 Apr, 2020 @ 8:14pm 
she doesnt have hair for some reason???
Zeathus  [author] 20 Apr, 2020 @ 2:06pm 
I'm not planning to do a Badeline buddy myself, but anyone else can feel free to use my Badeline sprites to create one themselves (just credit the sprites to this workshop item in the description)
Zeathus  [author] 20 Apr, 2020 @ 2:05pm 
Newt0n, if you can't see workshop characters in general, you must make sure you are actually playing on the workshop beta branch of RoA. You can look up how to access that on google. If you have the correct branch, I have no idea what the issue might be.
Lunar 18 Apr, 2020 @ 2:22pm 
Will there ever be a Badeline buddy?
newt 18 Apr, 2020 @ 12:53pm 
so i have the mod subscribed and it doesnt show up in game, any support would be helpful.
Arcadian.png 11 Apr, 2020 @ 3:38pm 
LOVING the character so far!! Im very excited to see the full character with the new fair and bair :))) :celeste_strawberry::celeste_cassette:
Jealousfish 10 Apr, 2020 @ 12:44am 
aww i missed the old down special, it so unique!
Nebula Curia 1 Mar, 2020 @ 6:45pm 
This is incredible.
binarycat6 27 Feb, 2020 @ 12:03pm 
any plans to differentiate upair and dair then? personally I like upair, but dair looks a bit weird(SH dair ends up clipping through the ground). If you need ideas, maybe one of those ice balls from core (it would spike and propel you upward as madiline jumps on it, could even restore your dash if you hit something/one)?
Zeathus  [author] 27 Feb, 2020 @ 12:30am 
There's a new version coming where fair and bair are different :)
Fatty Jabbers 26 Feb, 2020 @ 4:12pm 
I'm pretty sure bair and fair are identical. Like it's the same move.
binarycat6 26 Feb, 2020 @ 3:26pm 
cool charachter, bair and fair feel a bit too similar though.
Tek 25 Feb, 2020 @ 8:42am 
This is such an amazing character! 10/10
Qazzquimby. 7 Feb, 2020 @ 3:13pm 
It may just be beyond my skill, but I can't manage to extend combos with the polite knockback on dash. Maybe it could deal knockback in more lenient conditions, such as if they've been in hitstun in the last n frames?

I also have trouble killing without using a strong most of the time. Maybe an aerial should be more lethal?

Thanks for all your work, she feel really good.
Komoznia player 2 13 Jan, 2020 @ 11:45am 
My favorite character ;)
swiftex 5 Jan, 2020 @ 3:21am 
keep working on this, amazing work !
Platurt 4 Jan, 2020 @ 11:26am 
That's freaking great, thank you! The movement feels just like in the game aswell, especially the hypers. Only things missing from the actual game are wallclimbs, wallbounces and reverse supers/hypers, but those are probably pretty hard to realize.

And yeah a dash with knockback would probably have been fun, but I rly don't see a version where that wouldn't have been broken while still making it feel nice. (Btw dash down always makes you face right and dash up always makes you face left. Don't know if that's known/intended).
Zeathus  [author] 4 Jan, 2020 @ 7:49am 
The main issue is that the dashes are way too overpowered if they have a normal hitbox. That's why they now have a polite hitbox. That way they're a combo extender, and not a cheap combo starter. Trying to balance the dash has been a whole process, and it's still a WIP.
YG123 3 Jan, 2020 @ 10:20pm 
Love the mod but I think you need to fix this bug where sometimes after wall climbing, Madeline will be in the wall grabbing animation while on the ground, like instead of all of their other animations. Also, I feel like dashes need maybe some hit stun or knockback cause right now, I feel like right now, most combos that involve the dashes, end up with me getting hit by the enemy.
Zeathus  [author] 3 Jan, 2020 @ 6:51pm 
The ghost and the hair is handled in a script that doesn't run in training or the workshop menu. You need to be in practice mode or versus mode for those things to display properly.
Beardedyeti13 3 Jan, 2020 @ 5:07pm 
Major issue, the characters sprites are Glitched, has no hair and can't summon ghost
willm 3 Jan, 2020 @ 5:57am 
this is the best thing i've seen in ages, good job!
Lesbian Hauke Haien 2 Jan, 2020 @ 11:57am 
Such a great concept, maybe a bit op though
marped 2 Jan, 2020 @ 11:45am 
duuude this is soooooo amazing , this is like a oficial dlc , it's so well done , omg
YG123 31 Dec, 2019 @ 7:13pm 
oh and I would also add some more frames of animation to neutral air, besides that and all that I mentioned earlier, all the other changes I think should be made are already listed in the "Changes that might be done in the future:" section.
YG123 31 Dec, 2019 @ 7:07pm 
hey there, I have been playing madeline mod and I gotta say, it is superb!!!! Only current feedback would be to fix the backwards text when facing the left side and using up strong (let me know if you need to know the code for that, I might be able to help you with that), and make Madeline's double jump make her jump upwards if you don't choose a direction, that we, the character would feel more natural, I would also change the sound effect for up special, I am not a big fan of the sandbert sound effect. Also, I think up tilt should be changed to something more standard, since you can already do almost the same attack by double jumping while aiming up. I also think the overall aesthetic of the sprite for Madeline when she is grabbing onto a wall could use some polish. I also think neutral air should have some sort of final hit to add knockback to the attack. Overall, this mod is amazing and is definetly gonna become one of my new workshop mains.
Zeathus  [author] 31 Dec, 2019 @ 12:46pm 
Thanks for the feedback, RETRO. I'll be honest and say that I don't have many hours actually playing Rivals of Aether as the Workshop tipped me over into buying the game. So feedback like this from people who are experienced in the game is super helpful. I will look into all of these things!
Fatty Jabbers 31 Dec, 2019 @ 12:41pm 
Dash/Double Jump: As a QOL suggestion, I'd let the player cancel the dash hitbox by inputting an aerial or air dodge to fully cancel it. Obviously the momentum needs to remain as it is but maybe allow the player to use an aerial instead of the dash hitbox if they so choose. Having the Double jump be a 15 frame commitment makes it feel pretty stiff in a slightly unpleasant way and I find myself wanting to do things like Dash fair, but the timing of the dash disallows this in a lot of cases. Air dodge is important for allowing her to waveland properly on stages that have tall platforms that require a double jump to reach.

Nair: This is less necessary but I think adding a finishing hitbox that pops them up or out would be good. As is it feels somehow like an incomplete move.
3/3
Fatty Jabbers 31 Dec, 2019 @ 12:37pm 
Dspecial: Absolutely needs to be interactable. My suggestion would be that any hitbox activates it instead of just dash hitboxes, enemy hitboxes included. This gives it a level of interaction similar to Kragg pillar which it otherwise has a lot of similarity to. Also it absolutely needs to be once per air time like kragg's pillar. Regaining it after touching real stage like kragg's pillar prevents endless stall setups that are currently possible with the combination of down b neutral b and dashing into it from above. It should also probably despawn MUCH faster when left to it's own devices than it currently does. As it is it takes 12 seconds with is AGES. I'd maybe cut that down to 7 or 8 seconds.
2/3
Fatty Jabbers 31 Dec, 2019 @ 12:37pm 
Off hand, changes that I think are kind of necessary.

Fspecial: Needs to be WAY faster. As it is it's WAY too slow to be used in any reasonable capacity. A 60 frame commitment for a projectile that slow unthreatening and predictable is absurd.

A thought on it. Make Side b summon Badeline to the current location, but then after like, 5-10 frames, Madeline becomes actionable again. Badeline stays in place and fires her projectile after the current amount of time, but the player can move around and try to set up into that projectile instead of just being helpless for a full second.

This is gonna be a few parts because of steam character restrictions lol