JCOnyx
Smash Ace
EDIT: I just realized you quoted that post that was made nearly 6 months ago. Dear lord, that isn't even relevant anymore. Please ignore this post.
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Who are you responding to? The point I was making was that Melee is a competitive game that casuals do enjoy.Don't try to argue things you don't fully understand. I know people who have never touched abother smash game besides melee and still play 4 player FFAs with items on. Never wavedashed in their lives. Just because melee has competitive merits doesn't make it a game casuals can't enjoy. For heaven's sakes.
I was responding to the guy you quoted, but realized shortly after its futile since it's a 6 month old post. Also, you can accomplish repositioning yourself backwards without turning around by perfect pivoting in Brawl/S4. It might be faster too with the quicker shield dropping and being able to act instantly out of a pivot.Who are you responding to? The point I was making was that Melee is a competitive game that casuals do enjoy.
Speaking of wave-dashing, the one aspect of it that I really miss from Brawl and Sm4sh is the ability to reposition myself backwards without changing directions or short-hopping. It really opens up a bunch of tactical options. Is there something like that in this game?
Awesome!Also, you can accomplish repositioning yourself backwards without turning around by perfect pivoting in Brawl/S4.
This game has melee-like airdodges, so wavedashing and wavelanding are back in all their glory. And they're easier to execute than before!Speaking of wave-dashing, the one aspect of it that I really miss from Brawl and Sm4sh is the ability to reposition myself backwards without changing directions or short-hopping. It really opens up a bunch of tactical options. Is there something like that in this game?
It's a glitch. I've noted it and been able to recreate it several times. I've added it to my list of things for dan to fix.Something else I found with Wrastor's side-B, not sure if it's intentional or not.
I got hit out of the startup and neither the projectile nor wind current came out, but I still couldn't use the move for the normal recharge time. It's highly specific, and probably won't happen often, but it's pretty goshdarn disappointing when it does happen.
Each of the above lines of code not starting with a // represents a variable that is used for determining the color value as the game actively replaces colors on each texture, instead of having loads of sprites for every individual color value. Every set of 3 array variables represents a R G B value between 0 and 255.///Zetterburn colors
//Body
global.zet_colors[1,3] = 122/255;
global.zet_colors[1,4] = 90/255;
global.zet_colors[1,5] = 78/255;
//Hands
global.zet_colors[1,0] = 220/255;
global.zet_colors[1,1] = 203/255;
global.zet_colors[1,2] = 105/255;
//Body Shadow
global.zet_colors[1,7] = 84/255;
global.zet_colors[1,8] = 54/255;
global.zet_colors[1,9] = 52/255;
//Flame_Yellow
global.zet_colors[1,10] = 255/255;
global.zet_colors[1,11] = 253/255;
global.zet_colors[1,12] = 0/255;
//Flame_Orange
global.zet_colors[1,13] = 255/255;
global.zet_colors[1,14] = 107/255;
global.zet_colors[1,15] = 0/255;
//Flame_Red
global.zet_colors[1,16] = 170/255;
global.zet_colors[1,17] = 0/255;
global.zet_colors[1,18] = 0/255;
Reading the values is dependent on the line they're written on. So shortening the amount of lines will screw up how the game reads the file. You can edit the comments or anything to your own liking, as long as the file still has all 192 lines there in order for the 8 textures that are editable.//Character comment
//color comment
R
G
B
//next color
R
G
B
//next color
etc
Projectiles and certain effects of moves are tied to colors:Zetterburn's in-game sprite on Hands/Face
Zetterburn's Character select portrait on Hands/Face
Kragg's Character select portrait on Skin (Turns more greenish and darker in different shades to add detail)
Orcane's in-game sprite on his "white" color
Orcane's Character select portrait on his "white" color
Wrastor's in-game sprite on Hands (wings)
Wrastor's Character select portrait on Hands (wings)
The file must be placed on your computer at the following location:Zetterburn Side Special is determined by the three Flame textures.
Kragg Neutral Special, Up Special, and his shell are determined by the four Rock textures.
Orcane Neutral Special and Puddle are determined by Body and Body shadow textures.
Wrastor's Specials are all determined by the two Scarf textures.
so i just figured out how to take screenshots so here's what i was talking aboutI just started playing the new playtester build and i noticed that when you pause the character sprites (the character, effects and the small icon image) they shift (move) up one pixel, i would show you an example but i cant take screenshots
Thanks for taking your time to write this tutorial! I'm gonna try this for myself right now.Jan 2015 RoA Alpha Build: Texture swapping tutorial!
Disclaimer: No pictures. I got a bit lazy as I wanted to get this written before I'd forget about it. Keyboard Warrior-type post incoming.
I've you've been watching the custom character textures I've been posting on this thread to show off recently, I have a surprise for you. They're not just Photoshop edits. They're actual in-game screenshots of custom textures that are fully playable and able to be edited.
No I haven't been hacking the game or anything like that. In this update, it's actually a built in feature of the game, that Dan neglected to include on how to do in the email sent out to those who received the next Alpha build of the game. So I'll be showing you how to!
General Idea behind how texture replacing in GameMaker: Studio works:
Each of the above lines of code not starting with a // represents a variable that is used for determining the color value as the game actively replaces colors on each texture, instead of having loads of sprites for every individual color value. Every set of 3 array variables represents a R G B value between 0 and 255.
Boring, right?
Every texture you're able to replace follows a pattern:
Reading the values is dependent on the line they're written on. So shortening the amount of lines will screw up how the game reads the file. You can edit the comments or anything to your own liking, as long as the file still has all 192 lines there in order for the 8 textures that are editable.
Certain colors are un-editable for all characters. Mainly these are black outlines, white/yellow on eyes, Wrastor's beak/feet yellow, Wrastor's goggle color grey.
You might notice that there's no indicated value in the above quote for the RGB's of the Body Shadow for Zetterburn. The reason behind this, as explained by Dan the Man himself, is:
[1/7/2015 11:23:43 PM] Dan Fornace: its based on how close the colors are to each other. i originally had more colors like that (body and body shadow) but that was not picking up correctly so i decided to swap the body color with a hard swap.
[1/7/2015 11:29:01 PM] Dan Fornace: if two colors are close enough then i can plug in 1 and just open up the tolerance a bit (so it grabs nearby colors while preserving the value of said colors on the replace)
What this means in a simple way is that as long as the values entered for Zetterburn's Hands are different enough from every other color on the texture, the shading is done automatically and wont get confused with any other colors of the texture.
Places where this occurs:
Projectiles and certain effects of moves are tied to colors:
The file must be placed on your computer at the following location:
C:\Users\%UserProfile%\AppData\Local\RivalsofAether
The quickest way to get to this location is to open the Run program (search from the start menu), and type in %userprofile%\AppData\Local\RivalsofAether and hit OK.
Once you have the file in the right spot, open up Rivals of Aether and hit the 0 (Zero) key on your keyboard. If you're hovering over the 5th or 6th slot of a character when you press 0 to update the textures, you may have to Press L or R get it to show on the character select screen. The change is not permanent, and you will have to Press 0 every type you reset the game with Q or exit out and reopen the application.
I use Gimp color picker for my RGB values, but I'd recommend a simple site like this to use for coming up with the RGB's http://www.calculatorcat.com/free_calculators/color_slider/rgb_hex_color_slider.phtml
I think that covers pretty much everything you need to know. The rest should be simple to figure out by just looking at the "colors.ini" file that I will be linking, which includes pre-made White/Purple and Black/Cyan textures for the last two texture slots on each character. You can just open it up in something simple like Notepad.
Enjoy!
https://www.dropbox.com/s/ftsg8dt107bmu5r/colors.ini?dl=0
If you come up with a color design you want to see me stream with, feel free to message me and show me your designs!
This is an awesome tutorialJan 2015 RoA Alpha Build: Texture swapping tutorial!
Disclaimer: No pictures. I got a bit lazy as I wanted to get this written before I'd forget about it. Keyboard Warrior-type post incoming.
I've you've been watching the custom character textures I've been posting on this thread to show off recently, I have a surprise for you. They're not just Photoshop edits. They're actual in-game screenshots of custom textures that are fully playable and able to be edited.
No I haven't been hacking the game or anything like that. In this update, it's actually a built in feature of the game, that Dan neglected to include on how to do in the email sent out to those who received the next Alpha build of the game. So I'll be showing you how to!
General Idea behind how texture replacing in GameMaker: Studio works:
Each of the above lines of code not starting with a // represents a variable that is used for determining the color value as the game actively replaces colors on each texture, instead of having loads of sprites for every individual color value. Every set of 3 array variables represents a R G B value between 0 and 255.
Boring, right?
Every texture you're able to replace follows a pattern:
Reading the values is dependent on the line they're written on. So shortening the amount of lines will screw up how the game reads the file. You can edit the comments or anything to your own liking, as long as the file still has all 192 lines there in order for the 8 textures that are editable.
Certain colors are un-editable for all characters. Mainly these are black outlines, white/yellow on eyes, Wrastor's beak/feet yellow, Wrastor's goggle color grey.
You might notice that there's no indicated value in the above quote for the RGB's of the Body Shadow for Zetterburn. The reason behind this, as explained by Dan the Man himself, is:
[1/7/2015 11:23:43 PM] Dan Fornace: its based on how close the colors are to each other. i originally had more colors like that (body and body shadow) but that was not picking up correctly so i decided to swap the body color with a hard swap.
[1/7/2015 11:29:01 PM] Dan Fornace: if two colors are close enough then i can plug in 1 and just open up the tolerance a bit (so it grabs nearby colors while preserving the value of said colors on the replace)
What this means in a simple way is that as long as the values entered for Zetterburn's Hands are different enough from every other color on the texture, the shading is done automatically and wont get confused with any other colors of the texture.
Places where this occurs:
Projectiles and certain effects of moves are tied to colors:
The file must be placed on your computer at the following location:
C:\Users\%UserProfile%\AppData\Local\RivalsofAether
The quickest way to get to this location is to open the Run program (search from the start menu), and type in %userprofile%\AppData\Local\RivalsofAether and hit OK.
Once you have the file in the right spot, open up Rivals of Aether and hit the 0 (Zero) key on your keyboard. If you're hovering over the 5th or 6th slot of a character when you press 0 to update the textures, you may have to Press L or R get it to show on the character select screen. The change is not permanent, and you will have to Press 0 every type you reset the game with Q or exit out and reopen the application.
I use Gimp color picker for my RGB values, but I'd recommend a simple site like this to use for coming up with the RGB's http://www.calculatorcat.com/free_calculators/color_slider/rgb_hex_color_slider.phtml
I think that covers pretty much everything you need to know. The rest should be simple to figure out by just looking at the "colors.ini" file that I will be linking, which includes pre-made White/Purple and Black/Cyan textures for the last two texture slots on each character. You can just open it up in something simple like Notepad.
Enjoy!
https://www.dropbox.com/s/ftsg8dt107bmu5r/colors.ini?dl=0
If you come up with a color design you want to see me stream with, feel free to message me and show me your designs!
Dat Blue doI made a monster
Good to know, thank you. I'll post the finished product over on the subreddit or something on Monday. Great tutorial, very easy to follow. Customization is a winning point with me so this was a pleasant surprise.No. 5th and 6th colors only.
//Kragg Skin 1 (Iron)
//Rock Light
210
210
210
//Skin
94
41
0
//Rock Darkest
70
70
70
//Armor Light
230
230
230
//Armor Mid
160
160
160
//Armor Darkest
80
80
80
//Rock Second
140
140
140
//Rock Third
130
130
130
//Kragg Skin 2 (GLOD)
//Rock Light
235
215
0
//Skin
233
155
85
//Rock Darkest
235
145
0
//Armor Light
235
215
0
//Armor Mid
235
180
0
//Armor Darkest
235
150
0
//Rock Second
235
170
0
//Rock Third
235
145
0
Offstage game is extremely volatile. The lack of ledges leaves very little room for error, one right/wrong move can be the entire stock for either player, but at the same time you don't go into freefall after airdodging, allowing for an incredibly interesting new offstage game.Speaking of which, I apologize in advance if this was already covered but hows the off-stage game? I imagine it's radically different since no there's no edge grabs
You can't think that everyone is on their own island. Decisions the designs make in how they make their game effects everyone who plays it and it will detract players. Look at the Street Fighter series. As time went on, the games became more and more complicated. Sure, you could easily say "Oh, all this stuff doesn't affect 'casual' players. They'll just spam hadokens anyway." Unfortunately, Street Fighter has sold less and less. This is why it took about 10 years for 4 to come out. If you make the game focused on combos (i.e. how the player is suppose to play the game), then it will get unfun unless you dedicate a lot of time to it. I can tell you a lot of people don't have time to invest in a video game, so making the skill ceiling higher and higher only helps a small minority of players. Removing barriers is more inclusive.Smash Brother's Melee is a competitive fighter. Melee did not splinter the fan-base. i.e. Gameplay physics and input options that make for a strong competitive game do not detract from the casual experience.
Casual players like Smash because 4 player free-for-all and items that really mix up the game play.
Further, there are things that you can do, outside of nerfing the game's physics and input options, to keep both types of players happy. The "omega" versions of stages that Nintendo introduced in Sm4sh is a perfect example of that.
When I first started reading this, I disagreed heavily, but the more I think about it, the more I agree. While I love this game with a burning passion, and adore everything about the gameplay, it does feel a little empty, as far as the characters go. I feel as if voice acting would do a great job at fixing that. I also think the characters need a little bit different physics from eachother, their movement and tech skill all feels the same, which does allow for an easier transition from character to character, but they all feel a little too similar. Maybe longer/shorter jumpsquat, more/less friction, maybe some faster falling on Zetter to make him similar to how the space animals feel.I get that it's only in Alpha right now, but RoA feels very lifeless as it is. The characters ... don't actually feel like "characters". Just a jumble of pixels that you can make do things. Which, I get that's what they are, but some sort of connectivity between the player and their character is a must for almost any game.
I may be in the minority here, but I feel like voice acting could provide a much-needed boost to RoA in the future. Especially if you plan on having a Story Mode.
I get that it's only in Alpha right now, but RoA feels very lifeless as it is. The characters ... don't actually feel like "characters". Just a jumble of pixels that you can make do things. Which, I get that's what they are, but some sort of connectivity between the player and their character is a must for almost any game.
I may be in the minority here, but I feel like voice acting could provide a much-needed boost to RoA in the future. Especially if you plan on having a Story Mode.
Voice Acting is sadly a bit out of our scope
We do plan on a story mode but there won't be any voice acting in it.
-Dan
I wish. I'm sick of attempting to taunt every time I get an amazing kill, for my character to do nothing.Are there taunts in the game yet? That could be something to add a bit of personality to the characters