Rivals of Aether

Rivals of Aether

Infinite Azure
Showing 1-4 of 4 entries
Update: 18 Nov, 2021 @ 8:58am

v1.2

- The cameraman needs his training too! Speed cap on the camera has been removed for singleplayer. Zerra fans rejoice!

- Due to OHS violations, we've had to replace the blastzones with much safer, manually operated, invisible, instantaneous cranes. These handy fellows will manually manage removing you from the game, fixing some issues that would cause fast characters to die if they reached terminal velocity.

- Thanks to the release of Glare, we've been able to give the sun some proper lessons on light refraction. This means that the stage now has fully functional reflections! This will likely be a buggy addition, so please contact either the sun or myself if you encounter any issues.

- Apparently it also made the sun brighter? Good for them, I guess.

- The ground has been put on anxiety medication and will no longer hide behind explosions.

- Made the water just a little bit wetter, but only that one specific tier of wetness that makes both Neo Mario and Qua Mario make splashes as they run.

- Purchased a new vacuum cleaner that specifically cleans code. Apparently it does a really good job of removing comments and code redundancies in places they shouldn't be. Isn't that neat!

Update: 7 Feb, 2021 @ 8:48pm

v1.1

- The invisible jukebox now obeys the laws of time like everyone else, meaning music no longer breaks when pausing before the intro has ended.

- The infinite ocean now has a little bit more buoyancy, meaning characters with teleports are less likely to send themselves under the stage.

- The sun now shines just a little brighter, meaning the lighting on the front layer now sits a single pixel higher, making the border width on the ground layer more accurate to the standard rivals border pixel width.

Update: 5 Aug, 2020 @ 3:37am

v1.0

Update: 5 Aug, 2020 @ 3:28am

v1.0