Rivals of Aether

Rivals of Aether

The Collector
26 Comments
D YellowMadness 5 Sep, 2024 @ 6:08pm 
Now that I've used him more, I can confirm that the patch that stops him for a moment when opening the menu midair is a massive improvement.
D YellowMadness 22 Apr, 2024 @ 11:58am 
Only Collector. I didn't notice any other specific circumstances that might've triggered it except I guess I'm usually spawning an item when it happens because that's usually what gets parried. I noticed it happening a lot in a wide variety of fights but I don't know if I would've noticed it not happening since that would just be normal.

I'll see if I notice a pattern or any exceptions when I'm watching my own videos after I upload 'em later today.
Bread on Fire  [author] 22 Apr, 2024 @ 11:22am 
That is... a strange problem. It doesn't seem to happen during my testing. Does it happen with any other workshop characters, or just The Collector? Is there any other criteria, or is it just any move, against any character, on any stage?
D YellowMadness 21 Apr, 2024 @ 8:30pm 
The new patch does seem like an improvement. On an unrelated note, I've had a glitch since before any of these patches. It seems like any time any of my moves gets parried when I'm using The Collector, all of my moves temporarily get replaced by neutral jab. Even if it's a special or a strong, somehow every input just does neutral jab instead for several seconds after I get parried.
Bread on Fire  [author] 18 Apr, 2024 @ 9:04am 
Not a bad idea. I would probably add that too.
D YellowMadness 18 Apr, 2024 @ 8:57am 
That makes a lot of sense. It would even help prevent death if the player accidentally fast falls in the process of making a platform. Come to think of it, making the menu freeze the player in place for a split second the first time they open it per air time could also help since it would stop you from doing an accidental fast fall at all.
Bread on Fire  [author] 18 Apr, 2024 @ 8:43am 
Well my plan when I eventually got around to rebalancing The Collector was to make it spawn directly underneath him, but increase the cost to 75%. It would be a great recovery tool but would be unavailable if certain items were out. On use it would also effectively lock The Collector out of having multiple items for 10 seconds since there is no way to despawn platforms early.
D YellowMadness 17 Apr, 2024 @ 11:42pm 
I'm almost never able to find a use for his platforms & even when I find one in theory, I usually can't do it in practice because getting them where I want them is way too hard compared to how useful they actually are.

I think the best way to fix that problem is by making them spawn over him instead of behind him or at least around head height. That way, you wouldn't have to think about which direction you're facing or pull off extremely precise midair maneuvers to place them.
D YellowMadness 16 Apr, 2024 @ 1:25am 
Yep, that fixed it. Thanks.
Bread on Fire  [author] 14 Apr, 2024 @ 7:01pm 
Should be fixed, thanks!
D YellowMadness 13 Apr, 2024 @ 5:49am 
In a lot of mod modes & mod boss fights, the missiles don't despawn after leaving the screen so the game quickly slows to a crawl because this game doesn't like it when there's something miles off-screen to keep track of. Mods where this happens include Break the Targets, Daroach, & Tinker Knight.
D YellowMadness 12 Apr, 2024 @ 9:34pm 
Cool. Thanks for fixing it so fast.
Bread on Fire  [author] 12 Apr, 2024 @ 1:04pm 
Should be fixed now! Thanks for letting me know.
D YellowMadness 11 Apr, 2024 @ 2:10pm 
When an enemy hits my impact bombs, I get hurt even if I'm on the opposite side of the stage.
D YellowMadness 7 Apr, 2024 @ 9:51pm 
I like how consistently the animations look like he's using LittleBigPlanet's Create Mode to edit his vehicle during the fight. The pistons in his tech animation are a nice touch.
Jsslade 28 Sep, 2023 @ 3:08pm 
Anyone here done Sackboy yet?
AaronExE: the blue goober 29 Aug, 2023 @ 10:15pm 
holy shit
lbp content
Vanover 27 Jul, 2023 @ 1:27am 
To the person who mentioned a boss or playable Negativitron, YES! He would translate perfectly into the 2D mechanics of Rivals, he'd probably be much faster than he was in LBP2 tho.
Bread on Fire  [author] 24 Jul, 2023 @ 9:14am 
My general idea for his recovery was that it was slow, predictable and overall not that good if he can't reach the wall. What I usually do is jump, use up special to reach the wall, wall jump, immediately do reverse neutral special, use both jumps again, then use up special again if needed. If I were to change it I would probably make up special have extra horizontal momentum.
God's Strongest Worrier 24 Jul, 2023 @ 8:12am 
He needs his Up-Special changed.

Since he falls during startup, he gains practically 0 distance with it.
RandarLo 22 Jul, 2023 @ 10:28pm 
I need more LittleBigPlanet content on this game, it would be so cool to have like a Negativitron boss fight stage or even as a playable character (idk how the playable character would exactly work but it would be awesome)
crossfunkbunk 22 Jul, 2023 @ 1:03pm 
The Collector? *Lights Cigarette* I haven't heard that name in years.
Ninjafrog301 20 Jul, 2023 @ 1:28pm 
this is the best thing ever
MORE LITTLE BIG PLANET CONTENT ON THE INTERNET PLEASE
ar 19 Jul, 2023 @ 11:17pm 
peak
SkullMerchantFan 19 Jul, 2023 @ 4:13pm 
I really want to see more LBP in ROA
[BAG] Duh Binky 19 Jul, 2023 @ 1:56pm 
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