Rivals of Aether

Rivals of Aether

Bar Reygard
Showing 31-40 of 55 entries
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Update: May 2, 2022 @ 3:54am

Update: May 2, 2022 @ 3:50am

(ignore)

Update: Apr 30, 2022 @ 2:58pm

v2.0 (yes, still)

= Fixed more offset problems
= Bar now selects skills more randomly

Update: Apr 29, 2022 @ 11:31am

v2.0 (yup still)

= Fixed issue where bar's afterimages would display smaller (i hate small sprites)

Update: Apr 27, 2022 @ 2:20pm

v2.0 (changes too minor to change the version number)

General:
= Made Bar use small sprites instead
= Fixed issue where the tumble sprites won't display on the tumble state
= Menu icons are now alligned properly

Accel Blitz:
= Accel Blitz now resets properly if used on the ground

Update: Apr 27, 2022 @ 2:15pm

2.0 (page 1)

This patch is pretty much me re-coding almost all of Bar's code, which will hopefully run much smoother and load faster
Bar is supposed to essencially calculates less at once, aswell as have less sprites overall
I will spare you the back-end details for the most part

General:
= Idle speed increased (0.15 -> 0.2)
= Midair turning djump should now be more generous with the amout of time you have to turn around
= Glide stamina gauge will show up even on hitstun and while Bar attacks, as long as he has less than full stamina
= Low MP and On Cooldown messages are now more animated
= Mini MP gauge is slightly lowered, and will no longer appear if Bar has max MP
= The mini MP gauge now stays up at all times while playtesting, and will appear on the top left corner of the CSS
= Updated Holy Burning effect with new sprites, aswell as it reacting to the player's height
= Intro animation animated slightly differently, as an attack index is used to animate it
= Fixed bug that made the game crash if Bar fights Domenica (it did not like HG_WINDOW 99)
= Bar parrying his own projectiles will no longer give him mana
= Pressing down + taunt in practice mode will now apply Infinite MP Mode, similarly to the pre-munophone Bar that had Mana Debug Mod. In this mode, Bar has no mana costs
= A bunch of th VFX have been updated
= Bar now has a more proper AI, being able to actually use the skills he selected, do some combo strings and even use final smashes/rune N's overdrive attack

Skills:
= The practice mode skill select now saves Bar's previously completed selections, instead of resetting it to default
= Added skill tooltips, when in practice mode and the skill select is active, press taunt to see the short skill descriptions and use the arrows to move around the skills
= Added animation for when bar uses the skill select in practice mode
+ The practice mode skill select will now keep Bar invincible forever, but he can only use the selection on the ground
+ Cancelling the selection of skills in the middle of the selection will no longer overwrite the previously selected skills

Alts:
= Bar's light color is now more vibrant, which is similar to Clairen's sword
= Slightly altered the Demake alt's effects
= Outlines on the 8bit alts will now not act differently from the normal alts outlines
= Burning Fury while active will now change the color of Bar's buff outline to Bar's fire color
= Gold rank alt altered
= Broken Prism color change rate is slower
= Broken Prism fire color is now visible on the CSS
= Theïa Evlogia alt CSS colors updated to match the in-game appearance and have a consistent outline color
= All instances of the golden effects removed to save space

Runes:
= Rune A's airdash is now slightly tilted up
= Changed rune C's type (Ability mod -> Hit mod)
= Changed rune I's type (Hit mod -> Ranged mod)
= When using rune G's warping spears, Bar can now do an airdodge instantly to stop the vertical momentum from the warp
= Rune H now bounces captured foes off the ground, the bounce angle depends on the trajectory of the drag
= Hitting dragged down foes using rune H cancels the drag effect
= Swapped rune positions of the strong swap rune and the overcharged MP gauge rune (rune K <-> rune M)
= Altered text for the strongs swaps rune description
= Moved the Theïkós rune to rune O (rune L -> rune O)
= Using the Theïkós rune will give Bar the transformation to the state instead of his regular intro modified
= Moved Lord's Punishment rune to rune N (rune O -> rune N)
= Moved Lightstun mechanic rune to rune L (rune N -> rune L)
= The Lightstun hitbox now only affects one person as intended
+ The anti-spam cooldown on the Lightstun mechanic altered, U-strong and Theïkós U-strong can both apply 2 sparks total, which results in a lightstun
+ Rune C now affects Theïkós F-strong too
- Rune H's drag is now cancelled when the dragged foe collides with a wall

U-strong:
= The way aiming the spear shot works is altered, instead of having set directions Bar has a more flexible angle arc
= SFX for the burning spear hit changed (sfx_burnapplied -> sfx_forsburn_combust)
= Burning Fury's buff is now disabled later on the attack, right when it ends or when Bar is about to throw the spear
+ Aim arc size increased (70/140 -> 60/140)
- MP gain from the attack's hitboxes slightly reduced (0.75 -> 0.6)

F-strong:
- MP gain from the attack's hitboxes slightly reduced (0.75 -> 0.6)

D-strong:
= D-strong charge hitbox increments adjusted to work with state_timer instead of strong_charge (state_timer doesn't increase on hitpause and timing is more consistent)
= Added hit effect hitpause to the fire spread effect
- Charge animation starts faster on the charge window, but the startup in general should be the same (window 1 length: 6 -> 10 | window 2 length: 8 - > 5)
- MP gain from the attack's hitboxes slightly reduced (0.75 -> 0.6)

D-air
= Fixed issue where landing lag wouldn't set properly, Bar's D-air now has landing lag time of 6 frames (9 on whiff)

Light Dagger:
= Fixed Bar's offset in both the ground and air variants
= Added extra flair to the animation (WIP)
= Updated projectile to match said extra flair
= Projectile now has little particles following it

Burning Fury:
= (Probably) Fixed a bug where Burning Fury would activate twice in a row, and now special has to be pressed twice (as it was originally intended)
= Dash hitbox delayed by 1 frame so the looping will work properly (window 9, window timer 0 -> window 9, window timer 1)
+ Burning Fury's command grab now forces enemy players into a certain position so the attacks link properly, rather than manipulate their hsp and vsp values
- Burning Fury's buff no longer stays on Bar if he is hit while using a strong/skill that would use up the buff

Force Leap:
= The way aiming Bar's leap works is altered, instead of having set directions Bar has a more flexible angle arc
= Fixed visual error where Bar wouldn't spawn an explosion effect if he hit someone with the initial leap hitbox and not the explosion itself
= Removed hit effect from the explosion hitbox because it overlapped with the spawned explosion
= Explosion sound changed for the buffed version
+ Using Force Leap with Burning Fury's buff and doing the blast attack will now push Bar up and a forward
- Force Leap's blast attack will now put Bar in pratfall if he didn't hit anyone regardless if he has the Burning Fury buff on
- The skill now can't be used twice in a row in midair (unless Bar is in the Theïkós state)

Photon Blast:
= When charging, Bar will flash in the color of his light
= If Bar isn't actively holding down special to charge, Bar won't have any charge VFX on him

Flashbang:
= Grab movement updated to be more consistent and look nicer

Power Smash:
= Fire effect updated (it also goes up differently)
= Fixed bug where the burn sound won't go away
= Sweetspot size decreased but is more aboveground (HG_HEIGHT: 46 -> 32 | HG_HITBOX_Y: -8 -> -16)
= Sourspot size decreased but is more aboveground (HG_WIDTH: 168 -> 144 | HG_HEIGHT: 62 -> 48 | HG_HITBOX_Y: -8 -> -24)
+ Initial activation MP cost delayed (window 2 -> window 3)

Accel Blitz:
= VFX now spawn earlier
= Trail effects and sprite flashing work differently now
= Extra hitpause vulnerability now depends on the amount of time Bar is aiming (max time: 76 frames)
= Using the skill again after Bar hit someone with the explosion and nothing else will no longer make him go into the skill animation and pratfall
+ Bar now follows after the indicator
+ Bar now won't be disrupted mid-attack if the acting window is over before the attack is, he will still go into pratland if he lands with an aerial
+ Hitpause scaling decreased (0.8 -> 0.2)
- Extra hitpause removed
- Hurtbox size when going in lightspeed is now a perfect circle, making it wider
- Lightspeed window duration increased (5 frames -> 10 frames)

(more stuff on the previous patch i ran out of character space .-.)

Update: Apr 27, 2022 @ 2:10pm

2.0 (page 2)
modern problems require modern solutions


Ember Fist:
= The way aiming the fire stream works is altered, instead of having set directions Bar has a more flexible angle arc
+ Fire stream reach slightly increased (a little side effect, i tried to make it as close as possible to the previous way it worked though)
+ Using Ember Fist with Burning Fury's buff will now make Bar shoot out a close-ranged multihitting blast instead

Light Hookshot:
= When charging, Bar will flash in the color of his light
= Chain is now acting a bit more like a chain
= Throwing a light hookshot at anything that would destroy the hitbox will now stop Bar's throw loop
= When throwing the light hookshot off-screen, Bar will now longer be pushed to his death

Chasm Burster:
+ Falling hitbox now stays on as long as Bar is falling (lifetime 12 -> 1 but it stays on)

Theïkós U-strong:
= Final hit is now a seperate hitbox, and has it's own set of variables: (rapid hits | final hit)
* Minimum width: 50 | 70
* Base knockback: 6 | 8
* Knockback scaling: 0 | 0.9
* Base hitpause: 3 | 11
* Hitpause scaling: 0 | 0.9
* SDI multiplier: 0.01 | none
* Angle flipper: 7 | 3
* VFX: fx_lightblow1 | fx_lightblow2
* SFX: sfx_zap | sfx_ori_energyhit_heavy
+ Charge animation starts faster (It used to start at the end of the first animation loop, now it starts as soon as Bar gets into the window)

Theïkós F-strong:
= Before the final hit, Bar's backward windup decreased (hsp -8 -> 4)
- Rapid hits hitpause scaling removed

Theïkós D-strong:
= On platforms, if Bar charges for at least 1 frame he will shoot down the projectile and it will go through the platform, but without strong charge it instantly explodes
= Removed whifflag but increased endlag on the last 2 window of the attack (window 4 length: 6 -> 8 | window 5 length: 8 -> 12)
+ Charge animation starts faster (It used to start at the end of the first animation loop, now it starts as soon as Bar gets into the window)

Taunt:
= Bar will now get surprised if he hit anything, rather than if he just hits players
= Added funny sound effect when he gets surprised
= Taunt reaction time is now relatively random

Lord's Punishment:
= Fixed coloring on the sprites
= All VFX are now recolored according to Bar's colors because it looks cooler with alts

Theía Evlogía:
= When using rune O, Bar will play out the transformation instead of his regular intro
= Healing mechanic moved to the anti-cheapie mode instead
= Only on the default alt, Bar's colors slightly change to match the Theïa Evlogia alt
= Added unique idle and dash animations
+ Double Jump amount increased (50 -> ∞)
+ Taunt attack now spawns a deathbox instead of increasing the base hitbox' knockback
+ Taunt attack won't surprise Bar on hit
+ Anti-cheapie stacks the burn time/lightstun time with every previous effect
- Removed stock adjustment, damage adjustment and knockback adjustments on anyone that isn't Bar in anti-cheapie mode


Workshop Compatibilities:
= Steve death message for when Bar kills with a light based attack typo fixed
= Updated Venus' portrait for The Last Resort compatibility to match her new design
+ Compatibility for his own stage
+ Added Steve death messages for Flashbang and Searing Descent
- Removed Munophone

Update: Apr 27, 2022 @ 1:55pm

(ignore)

Update: Apr 27, 2022 @ 1:55pm

(ignore this too)

Update: Apr 27, 2022 @ 1:52pm

(ignore this)