Rivals of Aether

Rivals of Aether

[OLD] Trum. & Alto
Muno  [开发者] 2019 年 12 月 9 日 下午 5:00
Balance/Design
Post here about balance/design feedback
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正在显示第 1 - 8 条,共 8 条留言
Platurt 2019 年 12 月 10 日 上午 8:01 
Sometimes you accidentially move very slightly when inputting a smashattack, adding a ton of endinglag because it leaves a cloud. Maybe one has to just be careful when trying to input grounded smashattack, but I could see other approaches work aswell, like having it only leave a cloud when tha character moved for acertain amount of frames or having it only leave a cloud if the final position of the character is a certain amount of pixels above the ground.
pincushionSoliloquist 2019 年 12 月 10 日 下午 10:20 
Maybe a more consistent way to control the height of nSpecial? Sometimes I go wayy high up, sometimes i only go up a bit, and other times i just stay in place, and I have no idea what I'm doing that decides that...
Seannoh 2019 年 12 月 11 日 下午 1:30 
I have some feedback moreso just about the actual visual appearance of the character. It took me a really long time to figure out that it was actually a snail with a hat on its shell rather than a worm wearing a backpack. The colors kinda blend together and it's hard to tell what's what. I had to use another one of their costumes to better distinguish it.
Muno  [开发者] 2019 年 12 月 11 日 下午 2:23 
引用自 NOSE
Maybe a more consistent way to control the height of nSpecial? Sometimes I go wayy high up, sometimes i only go up a bit, and other times i just stay in place, and I have no idea what I'm doing that decides that...
It's controlled by pressing or holding B, like a shorthop vs fullhop



引用自 Platurt
Sometimes you accidentially move very slightly when inputting a smashattack, adding a ton of endinglag because it leaves a cloud. Maybe one has to just be careful when trying to input grounded smashattack, but I could see other approaches work aswell, like having it only leave a cloud when tha character moved for acertain amount of frames or having it only leave a cloud if the final position of the character is a certain amount of pixels above the ground.
I'm planning to rework the flying strongs' speed to deteriorate over time, so while I'm doing that I'll also take a look at this issue
Someone64 2019 年 12 月 18 日 上午 7:48 
Just found a huge issue with Godmode. Basically, if you use a workshop character that relies on taunting for its gimmick (like the Robloxian that changes his sword type with the taunt button), you're very ♥♥♥♥♥♥.
pincushionSoliloquist 2020 年 2 月 26 日 下午 12:35 
kinda bummed nAir was made slower. You used to be able to connect dash attack>nAir, but with the slower startup, there's not really any great combos with dash attack now (besides dAir, sometimes)
Muno  [开发者] 2020 年 2 月 26 日 下午 3:05 
引用自 NOSE
kinda bummed nAir was made slower. You used to be able to connect dash attack>nAir, but with the slower startup, there's not really any great combos with dash attack now (besides dAir, sometimes)
yea, nair is something i'm bigly considering reverting next patch
Plot 2020 年 2 月 28 日 上午 8:25 
the new dspecial is pretty bad looking with the rain disappearing mid screen. I think if the clouds didn't go as far up it wouldn't be a problem
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