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Yeah, someone suggested this on stream. With the way the game is now, I agree that this is probably the way to go about it, but I honestly feel like that's kind of a band-aid solution? Enemy AI should be able to handle it, could always do some playtesting of it and see what happens since those features are already in the game. I think I'll look into this when I stream tomorrow.This is interesting, I havent thought about 3v1 like at all... Maybe if team attack was on that would help? I don't know if enemy AI could handle that though.
Also, since we're talking about new modes, have you thought about adding any more versus modes? (As in alternatives to Time and Stock.) In particular, something like a "Knockout" mode, where the winner is the first player to X number of KOs would be really cool in my opinion.
Hey, if you check on r/rivalsofaether, on the front page you should find a thread titled 'March Alpha Build Patch Notes & Bug Thread'. Should have what you're looking for. Patch notes earlier than March build, though, I dunno about. Unfortunately, Reddit only allows you to have one stickied thread so it's not on top, but, maybe we could keep the latest patch notes in the sidebar?Ah, interesting. Maybe with each build if we could get sent a list of Patch Notes, that would be pretty awesome, as mine didn't show any changes from the last version, only Debug Codes and such.
Hype!Anyway, those are my thoughts. I'm going to be making Rivals of Aether content on YouTube, so stay tuned!
It is, but the format for how to do them is different. I'll post the new ini file over the weekend for you allThis reminds me, I've been meaning to ask: is color editing still a thing in the new build? I mean obviously those aren't examples, but is it still possible?
If I'm being honest, not being able to do it anymore would slightly dampen my interest in this build.![]()
I'm pretty sure that's not a combo. Looks like you could easily airdodge out of it. So I don't know what you could use it for.
This guy gets it. It's not used to combo into itself, it's used as a combination of Igniting and Mindgames. Think of it as a mixup, a slower alternate of dash dancing that has a slow-ish hitbox attached to italready knew about "fire shuffleing" only useful for igniting and strong attacking to finish off damaged enomies in my opinion
There will be. Right now we dont know anything more than that really though.Is there going to be a online multiplayer??
When the game is released, there will be online multiplayer for both the Xbox One and PC versions.Is there going to be a online multiplayer??
It's nowhere near a combo. There's no reason to do that instead of just wavedashing out of a neutral B. Like a waveshine. Waveshining with neutral B allows you to combo into literally anything. Waveshine > fsmash is basically guaranteed and leagues more useful.
I mean I guess I kinda get it. But I don't see any reason to using this when you could just wave shine.This guy gets it. It's not used to combo into itself, it's used as a combination of Igniting and Mindgames. Think of it as a mixup, a slower alternate of dash dancing that has a slow-ish hitbox attached to it
Aerial parry would make it impossible to airdodge or wavedash/land with wrastor and would generally be pretty broken. Taunts are already planned for the future but aren't as much of importance as new characters/modes are rn. Moonwalking is also something Dan is definitely considering.Anyways, even though I'm not a playtester, I just wanted to provide some feedback based on last night's smash fest. One thing everybody wanted was taunts. Looked it up and saw that developers already know that feature is in high demand. Another small suggestion one had was to have an aerial parry, one that is even harder to do than the ground one, with less frames, when you air dodge in place. His other suggestion was putting moonwalking into the game.![]()
Parries work on anything that has a hitbox, including projectiles. Bubbles are parry'able but are much harder.Some questions we had that we couldnt fully figure out were:
Can anything be parried? We were trying to parry wrastor's down b during alot of the matches but couldnt seem to get the timing right. Moves like that and orcane's bubbles we never could successfully parry.
If two zetterburns are playing, can one get a burn bonus for smash attacking another character burned by the other zetterburn? For awhile we thought we couldnt but it did happen sometimes. Do the zetterburns have to be on the same team? Is it some type of bug where a character is getting burned by both colored fires but animation only shows one type of colored fire? Or are we just that dumb to never have noticed?
The two-port adapter works fine. In the email it specifies that on RoA you press f5 to be able to toggle between d-input (GC) and xinput (xbox) controllers. Only 2 GC controllers can be used at one time while up to 4 xbox controllers can be used at one time. GC controllers can't be used at the same time as xbox controllers.Lastly, I thought I had heard the January build was compatible with mayflash adapter (the purple two port GC) but we couldnt figure out how to get that to work. Is there something extra we shouldve done to get that to work for Aether?
Thanks for such a wonderful. Call me crazy, but I think this game is on the verge to being even better than smash.Cant wait to play the final version when it releases. Hopefully I can become a playtester but until then, keep up the amazing work, Dev team!
Teching is a bit different in this game by design choice.I feel like missing a tech should have more of a punishment. In other Smash games, especially Melee, a missed tech could lead to a jab reset which could lead to a devastating combo. In RoA, I don't really feel like I'm getting penalized for missing a tech. Not only is there no threat of a jab reset, but the amount of frames that you're stuck in if you tech is about the same as if you miss the tech. I think that the only difference is that you get slight invincibility while teching, but IMO it's not enough to really make teching that important.
Yo bro, relax. You can still make a smash-like game. I don't think that Rivals will destroy your ability to do so. I don't know where you are in your progress for a new game, but here is resource that can help motivate and guide you https://www.youtube.com/watch?v=z06QR-tz1_o You eat an Elephant one bite at a time.Aw, shoot. Someone beat me to the 2-D Platformer Fighting Game. Now I'll never achieve my dream. It doesn't matter what you say now, because no one has even replied to my post, and no one really cares, because I do not have anything to show such as a demo or such. I was looking for helpers to help me make a demo, because I tried making one myself but graphics always get in the way, however, it seems a whole lot of people are looking at other projects.
I feel really bumbed now, if not devastated.
Oh wow, so you can alter Forsburn's body color. That changes the concepts for my theme colors on him quite a bit. Really makes me want to play with colors in the new build. <.<Didn't get to redo all of the ini stuff to have my own custom textures before distributing but here ya go. Only have some stuff I've messed around with forsburn for:
https://dl.dropboxusercontent.com/u/95000717/colors.ini
This has been talked about, and I think there was some mention awhile back of this being worked on for future builds. Still, it's very much worth mentioning. It's probably my number one gripe with the game so far.Second, a useful piece of feedback I think is well worth passing on. A visual indicator of how much damage you or an opponent has would be really nice. By which I mean maybe a color gradient applied to the % (like, 0% looks white, 150% looks black) or something similar. It would be nice if there was a way to tell without actually looking, just from your peripheral vision, whether you should be trying to combo, or kill. I would say this might be even more necessary in RoA than smash, just because there are alot of moves with set knockback. I know personally I have noticed after beating a cpu up to like 300 that I should probably go for a b-air or smash. I think this is a subtle (probably easy to program) change that might really help out players. I also dont really see any draw backs to it?
Bug: When playing Team Battle, sometimes the battle will end before the win condition is met and the Results Screen will be glitchy.
Kragg can only upB once until he touches the ground again. If he tries to upB again before touching the ground he gets a height boost but goes into a fall state until he walljumps, gets hit, or touches the ground. In the March update, any player standing on Kragg's pillar while the pillar breaks, will go into a fall state immediately.-During a Zetterburn vs Kragg match, my opponent (Kragg) tried to recover onto the stage with his Up B. I hit him with my projectile attack after he successfully summoned a pillar once and jumped off it. He tried to summon another pillar, failed, and was helpless. Then, I hit him with another projectile attack and got him out of the helpless state. He tried summoning another pillar, but failed that time. I don't know if the previous pillar was demolished or not.
-On the Fire Capital stage, Kragg used a down special attack while standing on the edge of the right building. The spikes continued forward, now going out of the ground below the building. When he tried it from the ground towards the building, nothing happened after the first spike.
-Kragg hit both myself and my smoke clone at one point and he didn't disappear. The second time he was hit, he burst into smoke.