Rivals of Aether

Rivals of Aether

Reznors Wheel
11 Comments
D YellowMadness 18 Feb @ 5:29pm 
@Beet: I know this doesn't fully solve the problem but I recommend setting tilt moves to the right stick. Not just for this stage but in general. It helps with the platform problem & the accidentally walking/running problem.
Beet 9 Jan, 2021 @ 8:28am 
Who the hell thought it would be a good idea to make a stage entirely out of platforms? You cannot down tilt or you will literally die.
XplodingMelons 5 Nov, 2020 @ 8:17am 
@mitchellboot Oh. My mistake
mitchellboot  [author] 5 Nov, 2020 @ 4:49am 
@XplodingMelons They spawn later on in the match, not immediately
XplodingMelons 4 Nov, 2020 @ 12:12pm 
Um the reznors don't spawn on aether mode for me
dubious little creature 20 Oct, 2020 @ 9:14am 
we need more hazardy stages like this. I know this is a competitive game but if you want competitive stages just use the ones already presented to you
Floral qua Floral 11 Oct, 2020 @ 4:48pm 
Ooh, awesome stage! I love Reznors and I love wacky stages for fighting on, so this is pretty much the best thing ever I think.
mitchellboot  [author] 11 Oct, 2020 @ 3:17am 
@豚 (pogs) Yeah I made them myself for the pics, here they are:
Zetterburn: 4A0C-FAFF-D693-FB7B-5DE3-2929-A200-008B
Kragg: 3467-2FDC-AB42-FFE5-9C00-2F06-1C00
Forsburn: 2F44-7333-913A-8243-3E6C-2D25-3913-0D15-1540-FFFF-FF9F
Clairen: F9FF-55FF-A0D7-EF53-8FFF-FFFF-EE51-8D59-C6FF-FFFB-3B88
76561199044400445 11 Oct, 2020 @ 12:33am 
good stage but u know the custom color codes?
mitchellboot  [author] 10 Oct, 2020 @ 5:26pm 
@Moiraimancer Hey thanks for letting me know! Bit of a silly mistake to make on my part, should be fixed now! :)
Moiraimancer 10 Oct, 2020 @ 3:22pm 
Very fun stage, I love the concept! However, I've been experiencing increasing lag the longer the stage is active. I dug around in the code a little bit, and I think the small floating fire particles are the culprit-- they're coded to dispose of themselves once their image_alpha reaches EXACTLY 0, however, I believe the rate at which image_alpha decrements eventually drops the image_alpha value BELOW 0, causing them to just linger until the stage ends. I changed the "if(image_alpha == 0)" condition in article5_update.gml to simply "else", which responds when the condtion above it "if image_alpha > 0" is no longer valid, and I experienced better longterm framerate due to the particles properly terminating. Thank you for this creative stage, I hope'll you implement this fix.