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thats what you meant
1. sorry im so late, been busy
2. no-
i dont think the changes are a big enough deal for me to scan through ronalds code for hours and find all the new stuff and copy-paste the code.
if you want a "balanced golden ronald" at some point tho i could probably do that eventually.
keeping core traits like his healing and speed while nerfing other less important traits such as damage output or knockback to counter-balance it.
just wanna make sure none of the changes i made broke anything or created glitches or whatever.
thanks. thats nice to hear.
but hes still getting nerfs. in fact youre currently using a bit of a broken build rn.
side-b launches and carries too far, letting him 0-death too easy and it kills too early, among other things.
might release the changes later today though. just dont want to send out a really small update with few changes.
though still, thank you. nice to hear that atleast someone likes em
and for the diminishing returns thing on combos.. well, that would completely kill him, i built his character with the concept of low damage but really long deadly combos in mind, with the right reads and milkshake/cheese usage he can pull off 50 hit combos.. but those only deal like.. 150 damage tops and are really hard to pull off, so not too bad
if he had diminishing returns the first half would do most of the damage and he would actually be rewarded for backing off and not doing long combos, because the second half wouldnt do much.
it would promote camping and quickly pushing your opponent away when they get too close basically
the cooldown is to reduce his access to one of his more broken options.
its a good combo move, carries far, deals high damage (for him- most of his moves deal like.. 3, to compensate for his long combos.) and is overall one of his best options so i figured reducing his access to it would help balance it (especially since without the cooldown he kinda has an INFINITE RECOVERY and his exploitable recovery is a big part of how i balanced him, he can kill early, sure, but because he gets nothing back after getting hit, its easy to kill him early too.)
i will work on making it a bit more falcon punch-like
since right now its quite similar to up-smash
since up-smash is his main kill move and i dont want them to be too similar, i figure ill make this maybe a high-risk high-reward damage dealing move that wouldnt kill very early but would deal 25-30%
still just a concept though, might not stick with it
see. alzter (or altzer, i can never remember which) didnt put the strong side-b in one of the "extra" files like nair2 he literally just made it a seperate window in the same file thats accessed differently.
and as far as i know, while you can put a cool down on moves, you cant put cool downs on specific frames/windows of animation in the same move
so i'd have to recode the whole thing like- make it so charging side-b doesnt make you do the charged side-b
and then move all of the code for charged side-b to one of the extra files and change how all the sprite sheets for it are mapped and its all just a big mess thats outside of my realm of understanding
(if im being stupid and its actually really easy.. im 15 and new to this give me a little leeway for that)
which is part of why i made it take so long.
against people with linear recoveries (or if you can just read whether they'll try to stall or not) it can completely guarantee a kill at higher percents. essentially, ive made it more of an edgeguarding tool than anything. though i might speed it up just a bit or change kill power/add damage
And for side B try adding maybe 5 frames of extra endlag for so it's harder to get those combos with lower knockback