Rivals of Aether

Rivals of Aether

Lilac the Dragon Girl (Remastered)
Hiển thị 61-70 trong 158 mục
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Cập nhật: 4 Thg02, 2023 @ 9:14am

v3.1

Fixed a problem with the voice button appearing in the wrong position.

Made a bunch of sprite and coding changes aimed at improving performance and using less memory.

Removed Anguish Kirby compatibility, Lilac is now only compatible with Dream Collection Kirby

Merged several sprites together to stop the game from drawing so many sprites at the same time as each other, with Cyclone and Dragon Boost in particular taxing the game by drawing two additional sprite indexes in addition to the sparkle effects which was a problem for Dragon Boost because of how fast the move is. So NSpecial_Air, FSpecial, Final Smash, Nair, Dair and DStrong all use a single sprite instead of a combined one. This has the unintended side effect of the sprite on the CSS having a blue and pink aura around it but thats OK because it looks cool that way.

Change the hair sprite that is used when Lilac is running so that it looks more natural.

Resprited Bair so that it looks more natural and less stiff, Lilac now has more natural motion when performing this move and when moving back to idle.

Changed the first frame of Dtilt so that the foot is now further back.

Added a different facial expression to Ftilt to make the move look slightly different.

Altered backend code regarding the shields to further optimise performance.

Cập nhật: 2 Thg02, 2023 @ 9:52am

v3.0

Version 3:

Reshaded every sprite to simplify the colours slightly and help her fit in with the Rivals of Aether artstyle a lot better. The hair attacks now all use purple smears
Altered the animations of several moves including FSpecial, Jab, Ftilt, NSpecial, Utilt, UStrong and DStrong for greater clarity and also to ensure that the moves can be more easily read and distinguished from one another.
Lilac has a few new moves in her kit taken from Freedom Planet 2, namely a new FStrong and a new Fair, these have been added as a way to have more distinct moves from Jab and Dash Attack which previously used the same animation frames
The new FStrong now does 10 damage instead of 9.
New Fair damage (non-sweetspot 5->6)
Dair now longer freezes her in midair when used which is more accurate to the original dive kick from FP.

UStrong damage has been buffed from 5 total to 9 total, 7 if you only land the second hit
Nair has been buffed so that all hitboxes do 2 damage, for a total of 8 damage if you land them all
Uair 4->6
Bair 4-> 6

NSpecial I felt needed to be a bit more useful to warrant a place in the kit but it can't be too good so Hair Projectiles have a new use, they now mark your opponent with a blue outline. This blue outline lasts for an extremely short amount of time but it powers up Lilac's Cyclone, Dragon Boost, Rising Slash and Dive Kick. You've got to hit your opponents while you can but luckily she is extremely fast.

Cyclone has been reworked a fair bit. The Neutral Special version now only does polite damage, this is due to it being tied to double jump and therefore creating a hitbox without much of a way to react, so in order to reduce her aerial advantage in such a scenario you have to combo into it.
Grounded Cyclone (Dstrong) has a few new tricks to it. It has been made much closer to its behaviour in Freedom Planet whereby you can carry your momentum into it. However unlike FP you will only go at half the speed that you were carrying into the move instead of all your speed, I felt this would feel better in the context of a platform fighter.
Grounded Cyclone can also travel off platforms and Lilac will float in the air if this happens.
The Grounded Cyclone variant has a distinct difference in appearance now as like in FP2 Lilac's hair will twirl at an angle and move towards the other, hitboxes have been adjusted to this difference.
It is now possible to fast fall during a Cyclone.
You can also jump if your in a Cyclone while on the ground
Because of the tweaks made to Grounded Cyclone the move has an extra frame of Endlag, however the way its Endlag works means that the move subsequently has less Whifflag
Aerial Cyclone has been given a small set of startup frames so that the move can actually be parried.
Opponents with a Star Mark will always enter hitstun no matter if they are already in hitstun or not.

Dragon Boost has seen a major tweak in terms of how the move works. Previously the move was a 28 frame startup move. However the move is now 7 frames of startup instead. But the previous 28 frames are now the start of the attack as to match the source material more closely she has a hitbox on the rolling part of the animation.
Lilac now has soft armour on the rolling part of the animation.
Opponents with a Star Mark take extra damage and knockback from a Dragon Boost hit.

The Super Dragon Boost also receives the same tweaks, both for the Final Smash version and for the Chaos Emeralds version. The Final Smash version doesn't affect Game Speed during startup anymore, instead its a 60 frame startup before the charge.

Fixed a few lingering issues regarding hurtbox changes out of Dragon Boost, where the Hurtbox wasn't being changed if the boost is cancelled by a wall jump or wall tech.

When the Dragon Boost meter recharges Lilac will now flash white briefly via outline to indicate that her boost powers are back.

Dragon Boost charge up sound effect has been replaced so that its no longer too short.

Spring has seen a few tweaks. It can no longer launch projectiles, only players and added to that, only if the players are airborne when they hit the spring.
Furthermore, the spring's interactions with Dragon Boost have been tweaked slightly. Lilac will now bounce off springs like they were walls, either cancelling into a Boost Breaker or being reflected. When hitting a spring from above the move is cancelled.

The unique Special Fall status is now properly indicated by Lilac's Pratfall sprite being used during it to indicate that you can still use all moves but the Dragon Boost while in it.

The opacity of the shields has now been tweaked as the effects were obscuring Lilac's attacks and making readability impossible. Now with the lighter tones she should be more visible.
The shield code has also been tweaked so that certain shield effects are now behind her instead.
The petals on the Wood Shield have been completely redone so that they now fall a lot more gracefully and slowly and also rotate in the process.
The Water Shield now has bubbles in the background
The Fire Shield now has its second effect moved to behind Lilac
Removed the knockback adj change on shields, you already take half knockback, adding that was just overkill
Removed the soft armour on shields, it has been replaced with taking 1% less damage on hit

The Shield icons have been completely redesigned. Instead of being small icons labelled, they are now the dice cubes from the Bonus Game from FP1
While you're attacking the shield counter will not advance. This is to ensure that you get the shield you were aiming for when you pick DSpecial.

The Wood Shield has been nerfed. The healing effect for doing 20 damage is now just 1%, this is mainly because healing is pretty broken in general so the effect has been minimised in usefulness. Even if the shield effects are pretty powerful due to being balanced by their randomiser availability, this one went a bit too far.

Added dialogue buddy compatibility with Daora, with Lilac having a unique line (they are both water dragons, it makes sense to include)

Added additional support for the Air Dash buddy whereby the animations while using it change into the Blink Dash and she goes even faster when hitting the ground

Lilac now has custom hit effects, taken from Freedom Planet 2 but that game only has 2 hit effects so I had to make some of them different heights from each other.

Added the Rivals confirm sound effect to the voice button

Added Childe compatibility

Changed the colour of the win screen to match Rivals of Aether win screens a bit more.

Added a custom land sound effect

Cập nhật: 7 Thg01, 2023 @ 9:45am

v2.63

Adjusted all sound effects on Tilts, Aerials and Specials that were playing after the hitbox came out to play before the hitbox came out.
The SpaceyBat alts colours have been changed in light of the vTuber's redesign

Cập nhật: 30 Thg12, 2022 @ 12:49pm

v2.62

Ftilt and NSpecial have had new final sprites for their last frames just for a smoother transition back to idle.
Also edited the feet on the penultimate frame for both moves.

Added additional functionality for the Chaos Emerald buddy. While in Super Form Lilac's colour scheme changes to a light blue, she has a light blue aura and blue sparkles will spawn from her body in addition to the Chaos Emerald's own sparkles.

Redid some coding logic during NSpecial for how the Dragon Star appears to prevent two of them from being around at the same time.

Cập nhật: 27 Thg12, 2022 @ 6:54am

v2.61

Quality of life change, you can now hold down during Dair to drop through a platform.
AI code has been tweaked a bit in light of this change.

Added custom hit effects from Freedom Planet 2 which have been mixed in with the normal Rivals sound effects to make the moves sound extra crunchy.

Added additional compatibility with Smash_Bash's Chaos Emerald buddy, not only with custom sounds but also Lilac's Dragon Boost becomes a Super Dragon Boost while in her Super form.
Also coded a workaround whereby Lilac can not infinitely jumpsquat in super form.
Dragon Star appears while in Super form.

If Lilac can use a Super Boost the boost meter flashes white.
Ultra Instinct form also gives you a Super Boost in place of your normal boost

Dragon boost sparkles now rise upwards again using new coding logic (checked against source material and they do actually do this)

Reworked Abyss Rune B so that it changes the running animation and increases Lilac's top speed during Dash, it previously wasn't doing this.

Recoded many aspects of the character to clean stuff up on the backend.

Recoded the air dodge effect spawning logic.

Invincibility Shield now makes Lilac immune to Tower of Heaven laws

Added Mickeys Speedway USA to the anti-cheapie list

Cập nhật: 4 Thg12, 2022 @ 10:36am

v2.60

Reordered the AI so that the Level 9 AI is now significantly better. It now actively locks on to the target and takes advantage of moves that carry some momentum, knowing that it can combo out of certain things. The AI in use was a modified version of The Knight but now with the reorder and the addition of a crucial variable along with readding a removed line to the prediction logic the AI is now massively improved.
The AI also uses Dragon Boost more frequently and can also use its Final Smash
Reworked aspects of the AI Recovery to take into account the fact that UpSpecial can limit recovery.

The sparkles on Dragon Boost have once again been redone, but this time the code has been done in a way where it shouldn't ever need to be redone.

Changed the source file for the victory theme and boosted the volume

Changed the colour of the boost breaker projectile slightly so that it doesn't need to worry about shader clashes while looking closer to its original inspiration

Added true integration of Adventure mode so you can definitely speedrun it now.

Jump animation has been tweaked slightly to have her front hair move in the wind.

Super Armor now ends when jumping out of the final smash

Taunt hurtbox changed

Implemented 4 custom galaxy effects, the effect is designed to look like the anime style speed lines you see during the Fortune Night boss battle but it depends on the attack that triggers the effect.

Cập nhật: 10 Thg11, 2022 @ 4:16pm

v2.59

A bunch of changes to move timings and animations to help the character fit more within Rivals frame data and animation references

Buffs:
Fair Endlag 14 -> 12 (Whifflag is stil the same just because of weird window timings from before)
Dstrong Hitboxes 6->12 (But with a 12 frame hit lockout)


Nerfs:
Jab lifetime has been shortened from 4 to 2
Endlag has been changed from 8 to 12
Fair Active Time 5 -> 3 (including Sweetspot)
Bair Whifflag increased by 3 frames
Dstrong Startup 6 -> 12
Dstrong Corrected Whifflag
Dtilt has proper length Whifflag
Uair Endlag 9-> 10
Ustrong Startup 6->10
Dattack Lifetime decreased by 2 frames
Knockback_adj 1.2 -> 1.21

Ftilt animation adjusted to be more in line with the attack timings

Dtilt animation has been adjusted so that the smear is the hitbox rather that being before the hitbox

Adjusted animation of Uair and NSpecial

Adjusted the position of the hair during Dragon Boost

Adjusted the effects during Dragon Boost to align more with the sprite

Adjusted some offset issues including changing some canvas sizes to be even numbers to ease drawing and alignment in the future

Unmixeled the Superboost flame (oops)

Updated the Anti Cheapie list with the remaining 100% Accurate characters and recoded the check for Ultra Instinct Fox and Cosmic Ronald to bypass AI checks
Also added all variants of The Duane, not that having invincibility against him helps much!

Added Uphurt and Downhurt sprites

Cập nhật: 2 Thg11, 2022 @ 10:18am

v2.58

Buffs:

Waveland Speed 1.35 -> 1.5
Waveland Time 8 -> 12

I felt her Wavedash wasn't very useful and counterintuivite to a fast character so I buffed it

Air Friction .03 -> .02
Air Max Speed 6 -> 7

These put her stats in line with Muno Sonic

Nerfs:

Air Dodge Speed 12 ->8 (It was too far above the recommended range because I was trying to make it feel like it had some momentum)
Pratfall Accel 1 - 0.85
Walk Turn Time 2 -> 6

All these reduce some particularly busted stats down to standard

Parry actually has an animation now instead of being a still frame
Similarly, Roll and Air Dodges have had their animation frames edited

Special Fall state now has the behaviour of Pratfall
Wall Jump now resets Up Special if a Spring isn't on stage, making it easier to recover, this should also mitigate the Pratfall Accel nerf

Adjusted stat changes under Abyss Runes so that the default doesn't override the benefits for instances where they are changed by certain moves and states.
Adjusted after image spawning on Blink Dash

Fixed some outstanding offset issues

Ultra Instinct rune has had some animation frame changes removed because I misunderstood what they actually meant when I added them.

Cập nhật: 31 Thg10, 2022 @ 3:48pm

v2.57

A few changes to fix a few unintended bugs:

Removed the double jump and air dodge resets upon hitting the spring, this means you cannot jump cancel the spring if you've already used your double jump.

If you use High Cyclone technique it cannot be cancelled by anything other than Dragon Boost, to ensure that you go into pratfall once your animations have ended.

Fixed a bug in the AI code with missing indicators.

Cập nhật: 13 Thg10, 2022 @ 4:01pm

v2.56

Fixed a bug where the meter was flashing when it shouldn't