Rivals of Aether

Rivals of Aether

Sash Lilac (FP2)
18 Comments
delvalle38 13 Apr, 2024 @ 7:21am 
do carol
Aperson 20 Jun, 2023 @ 12:21am 
Cool, she's finished, nice.
scorchers29  [author] 21 May, 2023 @ 4:47pm 
I managed to fix Fspecial for next patch via reordering my directional checks. Seemed to work like a charm! :steamhappy:
Aperson 21 May, 2023 @ 4:13pm 
I think if you make the angle based on joy_dir instead of input presses that should solve the input issue on FSpecial. So for instance >= 45 and <=135, go up, <= 315 and >= 225, go down

As for hurtboxes, the easiest way is to take the attack animation, highlight everything that isn't blank space and then colour it green. If you have a select all function in your image editor this should be easy.
scorchers29  [author] 21 May, 2023 @ 3:14pm 
Yeah that's something you've done with cyclone, and I think adding some influence to it further control it would be nice for the move. Dtilt was having hurtbox issues and this was the easiest fix until a proper hurtbox could be replaced.

While the comments come across somewhat as "This is how I would do it." Even though you already have, it's more or less just the unhelpful comments that I don't want left on the board. If I would respond "Okay and?" and there's no way to interact with what is said, it's likely not going to stay here to be read by others. Any interest from someone else on what's being done, is appreciated and cool to have.

Fspecial does need tweaks to make it easier to angle. Currently forward takes priority and doesn't need to, (somewhat annoying tbh). The no-bouncing thing is actually a glitch you can perform in FP2 that I liked so much I chose to recreate it. Sliding up a wall actually increases your vertical speed compared to ascending in open air.
Aperson 21 May, 2023 @ 12:54pm 
Also with Cyclone in the games you can hold up or down during them and it affects your descent, you can increase or decrease it. Easily doable here by changing the gravity.

Minor thing, but Dtilt has the crouch sprite as its hitbox currently, that should be an easy fix.

I want to make it clear that just because I made a version of the character myself I am not looking to put another version of it down, just trying to offer advice on how to improve the current one given my experience of making a version of the same character for the last year and a half and also trying to be accurate to the source material. Good luck with your version of the character.
Aperson 21 May, 2023 @ 12:53pm 
Apologies for my now deleted comments that were coming across as negative, not my intention. I didn't realise that you were trying to make a character that was basically a 1-1 port of the character from FP2.

Now that I know this, I have some suggestions that I think would help with that objective.

You can create your own hit effects using hit_fx_create and then use spawn_hit_fx to spawn them. I think by doing this you can make your own sparkle effects that spawn during Cyclone and Dragon Boost startup.

Is there any reason that the boost doesn't bounce off walls? It feels a bit awkward that it doesn't do that but at the same time if you have a reason for it.

I also think it is kind of awkward to aim upwards during a boost on keyboard by letting go of forward, so maybe diagonal presses (up and forward at the same time) could make it easier to aim upwards. I believe the games also lock your last boost direction as default for when you use it again.
Aperson 21 May, 2023 @ 1:48am 
I can already tell that you are just as committed to updating this Lilac as I am to mine judging by the updates. I had the whole momentum jump thing at one point but took it out as I felt that it just made positioning a but more awkward in a platform fighter. But you are welcome to keep it.

I ultimately think that this is being held back by being a sprite rip. There are a few major reasons why.

1. The sprites were not designed with Rivals of Aether in mind. This leads to some jank looking moves like Jab because you were restricted to the sprites you already had.
scorchers29  [author] 20 May, 2023 @ 10:24am 
:lilac:Response to 3chodraco:
What you are discussing are not necessarily balance changes, but more likely quality of life.
1. Dash attack will continue to go over ledge.
2. Blink dash will likely be changed to NOT go over ledge.
3. Fstrong would need a different purpose and a somewhat decent force reduction if it were not designed to be able to be DI'd down and teched. Hitting it on a partially aerial opponent, either from read or a ledge/platform almost always secures a kill. [Making this move less niche may be important because of the recent Dstrong nerf, so it's worth the attention, thank you.]
Draco31 20 May, 2023 @ 5:00am 
I've tried this version a bit and it's refreshing to have a "diferent" Lilac than the one ised in the other three designs, even more so considering it's the FP2 version, although I have some complains regarding balance:
-It feels very awkward when Dash-attack and Parry-attack go over the ledge, maybe make it so they stop before falling?
-Fstrong launches in a pretty weird angle, maybe consider adjusting it so it doesn't send partially downwards?
Aperson 8 May, 2023 @ 9:58am 
Design preference is fine. Always felt there was room for another Lilac on Workshop using the sequel design and this is at least using a different variant on the moveset than the same template across three different versions of the FP1 one, just would be nicer if she was custom sprited instead of just ripping the sprites from Spriters Resource. Also Lilac as a character is inherently hard to balance because she's so fast, has decent range and can practically fly. I'd recommend making her a lot more lightweight to compensate for her speed and aerial abilities.
ATalksToSelf 8 May, 2023 @ 9:48am 
Also, if you don't mind, do you use Discord at all? I can keep sending feedback and thoughts via Steam comments but Discord would be easier.
ATalksToSelf 8 May, 2023 @ 9:42am 
Oh, jab hits behind you? I'll have to mess with that then.
I'll have to play a bunch of matches and see if I get an extra stock at all, and that's fair on Upstrong. I think part of the issue is it's the only move that summons any other character, so maybe adding them elsewhere would help it not feel as out of place. (Maybe Milla could place the cubes for Dspecial? Have the other girls appear for taunts?)

No problem! I think she has a lot of potential so I'm curious to see what you do.
scorchers29  [author] 8 May, 2023 @ 9:25am 
Ustrong is a bit funny, hoping some extra particle FX smooth it out. Wanted to avoid uppercut for 3 moves as it's clearly her best animation for anything up.Still very new to this, but wanted to put out what I had for now to get more feedback! So thank you guys! I just enjoy Lilac as a character a lot, and find her FP2 art significantly more appealing than her smaller chibi design from the first FP.
scorchers29  [author] 8 May, 2023 @ 9:24am 
So as a small reply, there are certainly some other ideas I have that just take some more time to put out. Dragon boost i-frames are so key to how its used to actually cross attacks that it would feel wrong to not have it. Making startup increasingly long to make armoring through/parries easier is probably my first choice to not sacrifice things. Jab also hits behind you, so I didn't want it to be too generous, especially since the soft kb is good for fstrong and SDI. Dspecial is incomplete; I had an aerial version, but it felt too hard to balance. Animating + sound queues for the blocks is something that is coming though. I have never once gotten an extra stock in a regular length game. I might actually need to buff the mechanic in a sense, likely keeping that for runes. If you do farm it somehow in a FFA, you usually get called out and focused anyway, LUL.
ATalksToSelf 8 May, 2023 @ 8:49am 
Also yeah, balance is important but a lot of that will come with time as you test the character and get feedback!
ATalksToSelf 8 May, 2023 @ 8:47am 
An interesting take on Lilac! Most of the moveset feels pretty good but I've got a few questions/thoughts.

- Jab has barely any range and the poke doesn't really read as an attack
- Upstrong is funny but it feels kinda weird to just summon Carol
- Dspecial is neat but is there a way to control where the blocks are placed? Might also be nice to have them fade in and out some.
- Collecting crystal gems is a neat concept but granting extra stocks is very op. Maybe collecting one should alter your specials? You already have them reduce Fspecial's cooldown, perhaps Upspecial or Nspecial could gain a small damage boost?
Aperson 8 May, 2023 @ 8:27am 
Also as the dev of the remastered FP1 Lilac some of these design decisions seem rather OP. Don't make the Dragon Boost invincible.