Rivals of Aether

Rivals of Aether

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Emmett Graves
   
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5.942 MB
1 Mar, 2023 @ 4:08pm
10 Aug @ 3:26pm
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Emmett Graves

Description
Emmett Graves from Starhawk.

This was a "learning-as-I-go" project. I actually started working on Emmett long before I started working on Negative Scott. I took a loooooong break from working on Emmett mostly because of how difficult it was for a coding noob like myself to get the articles to work right. Also, he doesn't have proper alt colors because when I tried giving him one, I saw that parts of his clothes have the same color as his skin.

The sprites are 2D renders of animated 3D models because I'm not a 2D artist. I'm sorry. But if anybody wants to take this mod and replace all sprites with actual custom sprites of your own and give Emmett proper alt colors, you have my full permission to do so.
Also, his walk and dash look awkward because I've never animated walking or running before. Lol


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Gimmick: Build and Battle

All of Emmett's Specials (except USpecial, which is a simple rising uppercut) will summon a building that drops from the sky, to help him get the upper hand in battle. A rocket launcher bunker for Emmett to equip a rocket launcher and grenades from, a shotgun bunker for him to equip a shotgun and sticky mines from, and an auto-turret that automatically targets and fires at the enemy closest to it.

-Only 1 of each building can exist at a time. Summoning another of the same building will immediately despawn the old one.
-The turret can be destroyed by enemies. When this happens, Emmett cannot summon another turret for 10 seconds.
-When Emmett is KO'd, all of his buildings immediately despawn. The turret is not put into cooldown upon Emmett's death.
-If a building is summoned in the same spot as an existing building, the new building will despawn the old one.
-Enemies do NOT take damage from having a building land on them.

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Known Issues

-If a voice clip starts playing while another one is already playing, the previous voice clip will not be interrupted.

-The grenade and sticky mine (much more noticeable on the sticky mine) will sometimes behave strangely when landing. Eg. Sometimes, when the sticky mine lands on the stage, whether it's a platform or not, the mine will slide across the stage/platform instead of stopping where it lands.

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Special Attacks

NSpecial: Summon MAW Launcher supply bunker. Press Parry+Attack while standing in front of it to pick up a MAW Launcher with an ammo count of 3. Use FTilt, FAir, or Dash Attack to fire a rocket projectile that moves straight forward. When Emmett is about to fire the MAW Launcher, keep Attack held down to aim the Launcher. When aiming, release Attack to fire. The Launcher will automatically fire if Attack is held down for longer than 90 frames (1.5 seconds). Use Jab or NAir to throw a grenade. Using either the rocket projectile or the grenade will subtract 1 from the MAW Launcher's ammo count. If the Union Shotgun is equipped, the MAW Launcher will replace it.

FSpecial: Summon auto-turret. The auto-turret targets the enemy closest to the turret itself and fires weak projectiles periodically. The turret will automatically despawn after about 22 seconds after it lands. If an enemy destroys the turret, Emmett will be unable to summon another turret for 10 seconds.

DSpecial: Summon Union Shotgun supply bunker. Press Parry+Attack while standing in front of it to pick up a Union Shotgun with an ammo count of 6. Use FTilt, FAir, or Dash Attack to fire a close-range burst from the shotgun. Use Jab or NAir to throw a sticky mine that sticks to the ground or the first enemy it touches. If an enemy touches the sticky mine while it's on the ground, the sticky mine will stick to the enemy. The sticky mine explodes after a short duration, whether it sticks to the ground or an enemy. Using either the shotgun burst or the sticky mine will subtract 1 from the Union Shotgun's ammo count. If the MAW Launcher is equipped, the Union Shotgun will replace it.

USpecial: Rising uppercut.

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Credits

-Sprites are renders of his PlayStation All-Stars Battle Royale model, posed and animated by me in Blender. Model was ripped by CrossMMD.

-Some effects, such as the building drop, turret projectile, projectile trails, and muzzleflash are 3D model props for GMod and SFM that were made by Ryu-Gi.

-Explosion visual effect from Blocks of Pyramid Breaker. Ripped by teh_supar_hackr and edited by me.

-Many of his English voice clips were ripped from PSASBR by MusicianNrd. Additional voice clips (eg. grunting) were ripped by me.

-Non-rippable sound effects were recorded by me directly from PSASBR in the training stages with music disabled. Sound effects that could be ripped were actually ripped.

-Other models (the Hawk, turret, bunkers, MAW Launcher, shotgun, etc) ripped by me and rendered into 2D images in Blender.
19 Comments
Jeide  [author] 10 Aug @ 2:59pm 
Added the ability to aim the MAW Launcher by holding Attack when Emmett is about to fire it. Release Attack to fire. If aiming for longer than 90 frames (1.5 seconds), Emmett will fire the MAW Launcher automatically.
Jeide  [author] 23 Jul @ 1:23pm 
I FINALLY figured out how to get Parry+Attack to work as a command for equipping weapons. I'm so sorry it took me this long and I'm sorry for changing the command so many times. But I've finally gotten it to how I've been wanting it since the very beginning, so this is the last time I will change it.
Juanchi 9 Jul @ 4:15pm 
who?
Jeide  [author] 7 Jun @ 1:38am 
Changed the weapon equip command again because it's frustrating to accidentally fall through platforms while trying to equip. The new command is Attack+FStrong. You can just press Attack and Strong buttons at the same time, so there's no need to hold forward on the thumbstick.
Jeide  [author] 21 May @ 2:02pm 
Changed the weapon equip command back to DTilt. I'm sorry I keep changing it. I still really want the equip command to be Shield+Attack, but since the shield_pressed variable never works the way I want it to, I have to use other commands. I changed it back to DTilt because even though I said that the Special+Attack command works better than I thought it would, after testing it even more, I feel like DTilt was better because I kept accidentally summoning the MAW Launcher bunker.
Jeide  [author] 17 Mar @ 2:43pm 
Finally uploaded a new gameplay video and replaced the old outdated video here on the Workshop page.
Jeide  [author] 11 Mar @ 2:37pm 
Updated to make Emmett equip weapons by pressing Attack+Special, so DTilt is no longer used for equipping weapons.

I didn't assign the equip animation to Attack+Special sooner because I really wanted to make the equip command be set to Parry+Attack. But I guess the game doesn't work well for detecting whether Parry was pressed if you want to combine it with another button press in order to trigger something else, because it never worked for me.
Another reason I took so long to do this is that I thought it would be annoying to accidentally mistime the Attack+Special input and cause Emmett to summon the MAW Launcher supply bunker in a different spot when that's not what the player was trying to do. But while testing this, I've found that it works much better than I thought it would.
Jeide  [author] 24 Feb @ 5:51pm 
Since I'm not a 2D artist, someone else will have to do it. I'm not exactly looking for anyone to help with that, but anyone who has the skills and wants to do it is welcome to.
welovehomeschool 24 Feb @ 5:45pm 
can he get a resprite or a defensive edition
Jeide  [author] 10 Oct, 2023 @ 5:55pm 
Updated to v2.8 again, but using any attack that summons an object (NSpecial, FSpecial, or DSpecial) will now put every summon attack on a very short cooldown as a band-aid fix for the issue that was causing the objects to not spawn properly when summoning one after another too fast.