Rivals of Aether

Rivals of Aether

Lobomon
18 Comments
Monsh  [author] 2 Oct, 2024 @ 4:40pm 
No longer in Beta! About time :)
Monsh  [author] 25 Oct, 2023 @ 7:09pm 
Hey there! Unfortunately I've been splitting my time between work and other hobbies so I was unable to spend time finishing this project.

That being said, for the most part the character is already fully playable, it's just that I believe it's not entirely balanced in a proper manner. Feel free to test it and let me know your thoughts! I'll be happy to make adjustments if needed :)
.キャプテン™ 25 Oct, 2023 @ 7:40am 
Is this one still being updated?
Chaotic Tempest 6 Jul, 2022 @ 6:09pm 
Yeeeeessss More Digimon! Awesome
Monsh  [author] 6 Jul, 2022 @ 5:37pm 
Uploaded v0.8! This is just a small update that adds some cool hit FX for projectiles and adjusts a few hitbox names on the Munophone (with a few bug fixes to boot!). You can find out more about it on the patch notes.
Monsh  [author] 5 Jul, 2022 @ 5:55pm 
Uploaded v0.7! This update brings a new UAir 2.0 with an entirely reworked animation. You should find this new version more organic and a lot faster than the previous one, which will surely make it more suitable to chain air combos!

Aside from that, there's also another round of small tweaks and adjustments. You can read more on the patch notes (either here on steam or through the Munophone). Have fun!
Monsh  [author] 27 Jun, 2022 @ 9:39pm 
Uploaded v0.6! This update brings a new attack: DSpecial (air)! You can only use this skill during Enhanced Mode though, so use it wisely!

PS: You might be wondering "gee, why did we suddenly jump from v0.4 to v0.6. Where'd v0.5 go?". To that I say: We don't talk about v0.5.
Monsh  [author] 25 Jun, 2022 @ 9:47pm 
Just uploaded v0.4! This updated adds A TON of changes (including a whole new mechanic for Lobomon no less!), so I really recommend giving the patch notes a read! You can read up on the changes either here on steam or through the Munophone's patch notes in-game.

Have fun!
Monsh  [author] 21 Jun, 2022 @ 11:50am 
PS: Since I just learned about steam's 1000 character restriction on workshop comments, I opened up a Design & Balance Discussion in case you find that more comfortable. Feel free to use either these comments or that discussion, use whatever's more suitable to you :steamthumbsup:
Monsh  [author] 21 Jun, 2022 @ 11:44am 
(Message 3/3)
6. I agree with this idea: sounds perfectly logical to size up lobomon against base cast to see how his moves fare up, so I'll be running some comparisons in the near future.

7. As far as missing moves go, I believe I'm only missing a forward special from Lobomon EX (where magnagarurumon flies forward) and a down special from regular Lobomon (where KendoGarurumon spins downward). I can probably fit in this last move since I'm still missing an air DSpecial, but I'm having a hard time thinking how to fit in the other one.
As I mentioned earlier though, if you see I'm missing another animation that could possibly fill a hole in Lobomon's skillset I'd be more than happy to look into it :D

8. Word!

All in all, you've given me quite a bit of feedback which opens up new paths of further investigation/development for Lobomon, and since this was the main purpose of the beta I sincerely thank you for it! Hopefully I'll be able to show results for it soon :steamthumbsup:
Monsh  [author] 21 Jun, 2022 @ 11:42am 
(Message 2/3)
3. While I'd certainly prefer BAir to have a different animation than just NAir, I unfortunately ran short of animation sprites to choose from, and with me having little to no experience animating myself I decided to go with this for the time being.
That being said, ff there's somehow some animation I'm missing from the original game that could fit as a BAir I'd love to get my hands on it, so don't hesitate to let me know!

4. Now that you mention orbs, powering up your specials through orb collection sounds like a really nice boon to have (and a nice throwback to the original game too!). I'll look into it!

5. Sounds reasonable! I'll admit I'm not the most experienced gamer when it comes to arcade fighters, so I sometimes fail to see these kind of relationships between characters.
I'll check out Forsburn's kit and try to extrapolate it to Lobomon's.
Monsh  [author] 21 Jun, 2022 @ 11:41am 
(Message 1/3) Alright, that is already a lot of valuable feedback! Thank you :)

I'll be looking into most of what you've mentioned here, but I do have a few follow-up questions/comments, so I'll try to address your points in order:

1. Agreed on move lag, I'll look into it. That woodcock buddy sounds particularly useful for this, so thanks for the suggestion!

2. Agreed on UTilt and UAir having too much wind up, as I realised this as well during my tests on the latest patch. I didn't notice much trouble with DTilt myself, but I'll compare it with base cast again to see how it matches up for good measure.
Trueno 21 Jun, 2022 @ 9:05am 
This is my opinion:
- You could make Lobo's mechanic a copy of Shovel knight's item collecting, like in battle spirit, hit enemy> gather orbs> use orbs to power up specials or unlock stronger moves (digivolution?).
- Since fair is ALREADY a very fast move, you could copy Forsburn's air moves utility, wht i mean by this is, his fair, up air and Nair are combo tools and BACK/down air are finishers.
- Regarding move balance and duration, you could check the original rivals base cast and use it as a reference so that you don't overpower or underpower moves, length and stuff.
- Lobomon and lobomon EX still have some moves i didn't see in this adaptation, hope you can bring more of them into the moveset :D
-This caracter is very cool.

Thank you for your effort.
Trueno 21 Jun, 2022 @ 9:05am 
Alright, lemme just start by saying you imported the animations nicely, now, here are some things i noticed:
1. what i meant by "move lag" is , for example, the jab sequence takes too long to complete and the hits don't link properly, you could copy Pomme's jab1 and 2 framedata, use "framedate woodcock" if you can't find them online, since it's the most similar to lobo's animation.
2. D tilt , up tilt, up air have too much of a wind up, and you don't get much combos after.
3. back air could be a diferent animation

There may be a lot more stuff but this is the immediate feedback i can give you.
Monsh  [author] 20 Jun, 2022 @ 8:04pm 
Uploaded v0.3! Changes:

> Updated Tips section of the Munophone to properly reflect the current state of the character.
> UTilt/UAir now applies burn.
> NSpecial (air) now has improved damage and knockback upon landing.
Monsh  [author] 19 Jun, 2022 @ 5:56pm 
Glad you like it! Hopefully I can iron out any issues it might have before release.

If you have any specific ideas for potential improvements I'd be interested in hearing about them in detail (since even if I sort of understand the term "move lag" it's still a bit broad for my taste). That way I can focus my efforts on the parts that need it most :)
Trueno 19 Jun, 2022 @ 7:37am 
dude, i remember this was my main in that digimon game! His animations suit rivals quite well, i know it's in development but it's already great work. After several rounds of balance and tweeking he should be nice to play, reducing move lag might work. Thank you for your work.
Monsh  [author] 18 Jun, 2022 @ 3:28pm 
First update already! Changes:

> Changed Dash Attack into a multi-hit, now the hitbox properly encompasses the body
> DSpecial now has a bit of knockback on each projectile to make it not succ
> Fixed a sound bug with DSpecial's hit SFX.