Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is because of how these moves behave on solid block articles, which this stage uses for its ground. I can't remedy this without replacing the ground with regular floor tiles, or placing floor tiles below the stage. The issue with this is that I can't adjust the location of the regular tiles at all.
My suggestion to the dev team to remedy this is to simply rework these mechanics so that they can work on lone block articles. (Maypul dair and grass both work on the platform articles, so why not here?)
This is due to how the screen shake in rivals works, which doesn't shake relative to my custom camera position, but instead shakes relative to where the game thinks the camera SHOULD be. This causes the camera to snap back to a position close to spawn, which looks awful. I've tried to remedy this by removing camera shake from all hitboxes, as well as any standard attacks, but unfortunately the game's screen shake function beats out my code every time :(
I don't really have a suggestion for the dev team for this, maybe just make allow the custom camera function move the screen shake's base location? Who knows.
This is just cause the kill flash renders below background layer 6, which I can't really do much about without changing the fundamental look of the stage.
Since the stage doesn't use the standard tiles to create the infinite length, the room_width variable isn't adjusted to account for the stage's width - which causes it to sit at a variable shorter than the stage's actual length (infinity).
This causes a phenomena with Iroh, for example, where her side special automatically teleports herself within the room width boundaries to avoid suicide kills on standard stages. However, since the room width can sit to the left of the camera's location, this can cause her to teleport outside of the camera boundaries, and into the blastzone.
I'm not too sure about the possibility of fixing this issue, but I'll document it here so that people know I'm at least aware of this bug.
I... don't even know with this one. Maybe the taunt causes huge math issues with large blastzone values? That's my best guess. I can't know how exactly this issue happens without breaking into the game's code, which I can't do.
I'll at least write this down here so people know this happens.