Rivals of Aether

Rivals of Aether

Sana
Some criticism
First, I think you've already heard this a lot, but she is extremely loud. Also, I feel like if we're gonna have voice lines, they should be more consistent and predictable because for me at least it's a bit unsettling when she randomly says something and I have no idea what causes it. Her hitboxes are really wack and I'll give a list on those things.

Ok time for some gameplay criticisms:

-Up Special: I feel like up special was really badly designed. I have no idea how long it takes to be able to get rid of the platform, let alone how long the recharge time is. Honestly, I don't even like the attack itself. I think her up special should be an actual method of propelling herself upwards instead of some platform.

-Up Air: I really don't like that up air hits in front of her. I feel like the animation should be changed to some sort of arc or poke directly upwards, but forward up airs are always jarring and hard to use.

-Hurtbox: This is a problem I see with most modded characters, but when it's especially off center, I'll mention it. This is actually a problem for a few of her animations, like idle and dash. Here are some comparisons between the current hurtbox positions and what they should look like: Idle (Bad on left good on right) [imgur.com] Dash (Good on right bad on left) [imgur.com] I know they aren't consistent with which side the good and bad is on I forgot to do that when editing the images.

-Up Strong: I've seen this a lot but I still don't like it. The attack's hitbox doesn't even reach her head. I'd really suggest picking a different attack from wherever you're getting these sprites from because this seems for like an F tilt.

-Side Special: This attack is extremely weak because of how little it does. The opponent's controls stay the same so when hit by this on the ground they only go the other way for like 1 frame and after that they move like normal again. If hit in the air it does a bit more but still not very dangerous. The only thing this would work against would really be anyone whose up special sends them in a diagonal direction and you'd have to hit them right at the beginning of it considering how short range a lot of characters with those kinds of up specials are. I'd honestly suggest scrapping this attack and finding a replacement since the work involved to make it work properly would probably lead to something underpowered anyways considering parry is a reflector for projectiles anyways.

-Jab: Really just one thing and that is don't have it be only one hit. One hit jabs are just awful and they also feel awful. You may have more hits in the works but if not then you definitely should.

-Down Special: This one is mostly fine but it feels lacking since the bubble that forms around her implies it should be doing something more than just healing like maybe protection or something but it doesn't. Also why does it move her forward when you pull it out?

I hope this helps and have a good day.
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Showing 1-5 of 5 comments
BagOfPINGAS  [developer] Sep 29, 2019 @ 8:50am 
Thanks for the feedback, I'll keep it in mind when i go to push the update.

Here's some explanation on it all if your interested.

I will definitely fix the voice lines volume. They sounded fine on my end along the default sounds for some reason, but someone else said they were loud too. And they are trigger randomly when being hit or when throwing out basic attacks. I did this to so they could exist without just overwhelming you with noise.

Up-Special: I just wanted to try something different and make it a tool kind of rather than just another move. That's why there is a long cooldown on it. Forces you to place it nicely or live with the mistake. And sadly there weren't any animations other than jumps that have an upwards flow.

Up-Air: My only other option would be reuse Utilt animation. I had a poke at one point but it a different animation just cut short. It transitioned horribly and just looked wonky sup I changed it.

Hurrbox: It doesnt look like there is a way to make this a custom size I wanted to because yeah, it doesnt fit and looks dumb. Documentation only provided variables to set it to other characters hitboxes though.

Up-Strong: This was going to be Ftilt, until I realized no other animations would fit Up-Strong.

Side-Special: yeah. I can look into a different function.

Jab: i liked the little poke :( but I'll see what everyone says.

Down-Special: I was going to make this like Ness' bubble but we dont seem to have a way to detect projectiles so I was unable to make it "absorb" them. Left the effect on there as a sort of indicator of the cycling, when that band reaches the top you heal. That and I was just happy I got it to loop nicely. I'll see what other people say and maybe remove that bubble.
I found the same situation with the Kyoko mod for the hurtbox and they did manage to make a custom hurtbox, so there is definitely a way to make a custom hurtbox. I'd suggest you ask around in the modding discord, assuming there is one, which there probably is. I'd appriciate it if you could tell me where you're ripping these animations from so I can look for some replacements for certain attacks. For the down special, that would make sense. I guess maybe make it so that it just detects if you get hit by the projectile instead of it being in a certain range for now unless you tried that already. For the up special, that's understandable, but it REALLY does need an indicator of how much longer you have before you can place another, and I think you should be able to at the very least get rid of it whenever you want which would actually be a really good buff because you can bait someone into using it just to get rid of it as they're about to land on it.
BagOfPINGAS  [developer] Sep 29, 2019 @ 12:26pm 
Which Kyoko mod? ill download it and check it out because that hurtbox bugged the hell out of me till i read the docs and gave up.
I'm not in any rivals related discord, kinda prefer it that way, I'm not much of a people person. Would really just perfer we have better documentation.

The animations i just got from spriters-resource
https://www.spriters-resource.com/pc_computer/pokemontypewild/
I was going to do Gengar first but thought he would take more skill and creativity.

That was my first idea on downspecial, but like i said, i didnt see a way of detecting specifically projectiles :/
Then i tried i large hitbox and yeah... that hitbox is still in the gml, its just commented out.

Up special you can only place one and destroy the one, like Kragg pillar, but its not a gimp hazard.
I might reduce cooldown on it and remove the third jump.
Right now there is a cooldown between both destroying and placing it, but yeah, only on place might be better.
there is a little icon that grays out till you can interact with it again. I'll look into making it black and filling it back in slowly till its ready to be interacted with.

Also, for Fspecial, im thinking of turning it into a stun.
Use Nspecial to stack a counter, then Fspecial freezes in place or stops control for time related to the stacks.
Maybe let 0 stacks still do the turn around.
BagOfPINGAS  [developer] Sep 29, 2019 @ 12:43pm 
Found that Kyoko mod, it's actually really simple to change the hurtbox and i feel ♥♥♥♥♥♥♥ dumb.
Thanks for mentioning it.

I'll likely wait till Friday to do an update.
That way people get the whole week to tell me I'm ♥♥♥♥, and i can change a bunch at once.
Then the weekend to play with it.
BagOfPINGAS  [developer] Sep 29, 2019 @ 1:31pm 
Down special moving was a bit of a bug.
I tried to get it to slow you down in the air but no matter how much speed i stacked on it wouldn't do anything.
i forgot to remove all the HSPEED from the move when i uploaded because i thought it was broken and wasnt going to affect anything.
hurtbox on downspecial was also very wrong. the correct one i was using somehow got reverted.
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