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Otherwise, they're a genuinely fun character to play.
Thanks!
I basically just threw some my favorite movement options from Smash into a blender and put the result into a single character. My favorite Smash clips were always the ones where people were able to pull complete mind games / fake-outs on their opponent through sheer movement alone. High precision fast-paced combos are always very satisfying to watch as well.
Fun and solid at a base level, but also has the coolest combo potential.
Thanks for the comment!
I've not really been involved much anymore in the Rivals workshop scene, so (as of now) I'm not sure if I'll be updating any of my characters anymore.
Might be best to assume they will stay in their current state.
Hm, that's weird. Does it happen on other characters as well? And which skin specifically? (Does it also happen on other Sciros skins?)
If you haven't already checked it, https://rivalsofaether.com/workshop/ is great for the basics and documentation. There is also https://ko-fi.com/post/Rivals-of-Aether-Workshop-A-Complete-Starter-Guid-I2I42WI2N which is a nice general guide from a modder in the community.
If you're looking for something more specifically about the coding, check this one out: https://rivalslib.com/workshop_guide/programming/
(btw, my own code is generally not very high quality, so you might want to look at other characters for better examples)
Only thing that should be changed is that the projectile Sciros throws doesn't disappear when in Clairen's plasma field.
Thanks! Glad to hear you're enjoying him. I was definitely inspired by Peach's movement and combos (and Sheik's moveset as well), but I've never really played Bayo much.
Also I still have some patches planned for him, but I don't know yet if these will happen soon or further into the future:
- make specials more interesting and synergize better
- let the ghost do more and give him more animations (with personality)
- make some aerials feel more satisfying to hit
...BUT THEN I FIND OUT HE CAN FLOAT. I was a Peach/Bayo player in Smash 4 so it's super cool to find a character that has got some elements of both and the spritework is also phenomenal. Keep it up!
I also think I encountered a bug where Sciros does not always teleport to the shuriken and does a normal up special instead. This happens mostly offstage, when either Sciros or the shuriken are not visible for a short time period.
You can still teleport to the shuriken, the same way as before.
@tc.runge
Currently it reacts to any aerial and specials, but I was planning to rework the move a bit, or at least the inputs needed to perform the boost.
Depot01A4
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2367810068
Sorry for asking. You use so much good stuff. i gotta have it all that your using
I think you mean Nova?
Yeah, normal attacks are for catching, I fixed the description.
Check if you have the newest patch (or resubscribe, Steam can be weird sometimes). The current version should not be able to move before the countdown finishes.
Also on a general note, float now requires pressing down and jump instead of only jump, to prevent accidental floats during rising aerials. (but you can still start them in the middle of aerials because I think it's cool)
Regarding gameplay videos: I'm currently working on it! I'm planning to add the gameplay clips to the original trailer as well as the main page, and also have some gifs in the description. Stay tuned.
!!
not sure if intentional but feels wonky on either side
https://media.giphy.com/media/DjptpHR91t3NKhtmhd/giphy.gif
Thanks!
My most recent patch changed the float a bit so you can indeed float during your aerials, it's a bit of an experiment. I agree that it currently looks a bit weird, I've been prioritizing hitboxes, knockback and other gameplay attributes for now. As soon as these things are more settled (or maybe earlier) I want to add more visual effects and other kinds of polish.
I apologize. hope to see more characters made by you, your sprite work is impeccable.
Can you explain more about what you mean? What part do you find too gimmicky? And what do you feel this character is lacking?
My guess is that it's from canceling Uspecial? If that's the case, my fix didn't work. It seems like my decision to make Uspecial auto cancel when you hit the opponent introduced a lot of bugs (but I like it too much to remove it).
There is more on my to do list, but I'll probably be taking things a bit more slowly with the next few updates. Jab is still a mess at the moment and Nspecial will be reworked to a different move as soon as I have a better idea for it.I'll also be brainstorming about how to get more synergy between the specials.
So there's definitely more to come, it'll just take some patience.
-I think up tilt should have a little more base knockback
-Dash attack lifetime also lasts too long xD ( 1 frame ).
-And i think short hop goes to high.
-Weak Bair lifetime seems way too long, and looks like it appears too late.
-Strong Bair seems to appear 2 frames too late.
-Ftilt Lifetime seems too long.
-Uair 2 hitbox is way too big to match the animation imo.
-Fair lifetime also seems to be too long.
-Jab 2 appears 2 frames too soon.
-Down smash hitbox alsooo seems to appear too late.
-Utilt hitbox appears 1 frame too late and last 1 frame too long.
-As Succ said, downB has not hurtbox.
-SideB into upB messes up your hurtbox.
-I think Nair should have more feedback ( maybe give more hitlag to the move )
-And finally, i think sideB to upB is too strong.