Rivals of Aether

Rivals of Aether

SSF1 Sonic
34 Comments
Vibey 3 Feb @ 8:12am 
tap jump makes him walk upwards instead of spinjumping, other than that great mod
ToxicBronyRose 13 Jan @ 12:55pm 
The accuracy is uncanny. Great job!
Zyphyris  [author] 19 Jun, 2023 @ 5:18am 
@Squid no plans unfortunately, but would be cool to see
Squid Daddy 17 Jun, 2023 @ 2:37pm 
Do you plan to make Blade and Blue?
hydra 15 Feb, 2023 @ 4:39pm 
thanks for this! hopefully one day i can make some of the ssf1 roster myself, but for now i still have a lot of learning to do lol
wTeej 29 Dec, 2022 @ 11:47am 
i like it. He's not perfect, but is still very faithful. i wouldn't recommend using him in any serious matches though. He's kind of just something to mess around with.
Zyphyris  [author] 25 Nov, 2022 @ 11:38am 
appreciate the note! I'll add it onto the list of things I need to do for the next update as well.

I actually did think about that before but wasn't sure how to implement it at the time. think I might have an idea now though.
Nepharite 25 Nov, 2022 @ 1:04am 
It's a nice faithful recreation, the main problem with it is when you go off a ledge or you're knocked in the air, you should have 2 midair jumps. In SSF1, if you leave the ground without using your first jump, you can use it in midair along with your second jump.
Zyphyris  [author] 24 Nov, 2022 @ 7:08pm 
@Nepharite that's the workshop experience™

still need to finish the update for this at some point :grief:
Nepharite 24 Nov, 2022 @ 3:24pm 
I can't believe some mad lad on Steam would recreate SSF1's janky, nostalgic controls.
Zyphyris  [author] 9 Sep, 2022 @ 6:31am 
thank you for the notes!! the endlag's definitely what i want to fix the most, especially for the spindash like you mentioned. also didn't realize down air had some horizontal movement as well, i appreciate this all very much!
amaterachu 8 Sep, 2022 @ 9:10pm 
I love this so much. Thank you for making this.
If you wanna aim for more accuracy here are a few things to note
-Needs to be more slidey in general. Air Speed could use an increase.
-Forward attack actually slowed friction in SSF, though admittedly not as bad as it is now. I'm saying this because you noted it as something to fix and the alternatives currently boost Sonic's recovery rather than hurt it.
-Down air moved Sonic slightly forward similar to other attacks
-Moves would cancel if you tried turning around after like 3 frames or so. (Exception is down moves like spin dash, though spin dash could be "canceled" by a jump [as with other moves].)
-All moves are too short. Especially spin dash. It had some significant endlag (though the hitbox was still active until it finished)
-In SSF, if you used Spin dash against a wall it cancels and uses the attack again rapidly. This would cause high amounts of damage and just about annihilate anybody caught in the monster.
Skibidi Sigma Rizzler 7 Sep, 2022 @ 7:21am 
wait for ssf2 character
Zyphyris  [author] 7 Sep, 2022 @ 6:53am 
yoooo specss what's up

also same @Bionic, made me want to go through the entire game again to unlock the whole roster. halfway in rn.
StarriSpecss 7 Sep, 2022 @ 12:36am 
seeing who made this left me flabbergasted, holy shit huge
БзонїкУгидер14 5 Sep, 2022 @ 4:18pm 
This takes me back to the good ol' days! :steamthumbsup::steamthumbsup::demoticon:
Zyphyris  [author] 5 Sep, 2022 @ 11:35am 
@Mind of THE FEE

SSF2's default controls are nice. grew up emulating games on VBA so the Arrow Keys + Z X control scheme has a special place in my heart.
Zyphyris  [author] 5 Sep, 2022 @ 11:33am 
also thanks haha! i was trying to figure out how to remove the damage meter on the bottom so i could recreate the one from ssf but couldn't find anything. then i saw that draw indicator thing in the player variables page and was like "yooo i could put in the player tag instead"
Zyphyris  [author] 5 Sep, 2022 @ 11:31am 
@Muno duuuude, this is super helpful. i appreciate it a ton!!

i tried experimenting with create_hitbox outside the jump attack before but i noticed it kept creating hitboxes and it scared me away LOL.

also you're completely right about set_attack! i ended up realizing that while i was setting all the attacks for taunt but atp i just wanted to get things done so i could focus on uni assignments and other things. will def do that for sure though, having to paste the same code for multiple attacks was a pain, and setting everything to one attack would've been a *lot* more efficient.

at the v least i don't think it was a complete waste bc this pretty much helped me to figure out how to use the extra attack indexes.
Rush Wheeler 5 Sep, 2022 @ 7:54am 
I actually use SSF2 controls to play rivals,except for the fact that U is now jump
Muno 5 Sep, 2022 @ 7:10am 
(cont.)

2. for the jump hitbox, a simple fix is to add "&& !hitpause" to the if statement for spawning the hitbox. hitpause (the freeze frames when u hit someone) pause state_timer, so the state timer will perpetually be 1 as long as the hitpause lasts, meaning u spawn the hitbox repeatedly. so you should make it so the hitbox never spawns when ur already in hitpause
Muno 5 Sep, 2022 @ 7:10am 
i love the blurry pixel hud LOL

to fix the first 2 of your listed issues:

1. for fspecial_air, it looks like its hspeed and air friction code are different compared to (for example) fair. not sure what's causing the specific momentum halting tho

in general you could clean up your code a lot by just using set_attack to go from certain attacks to certain other attacks. for example, this code is a simple way to map everything to the 4 specials: https://pastebin.com/jpWp5BYq

this way you can just have 4 attacks: nspecial, fspecial, uspecial, and dspecial. instead of lots of copies of every move that you have to individually debug. and you can still have air variants as shown in the code example
Zyphyris  [author] 5 Sep, 2022 @ 5:11am 
ahh, got'cha. i just saw it listed in your workshop submissions, but i forgot you can list multiple creators for a mod. whole team did a sick job regardless though.
A completly sane man. 4 Sep, 2022 @ 9:06pm 
that would be sick to see actually. Though i didnt make that wario, i just helped on the side, that's Zards guy.
Zyphyris  [author] 4 Sep, 2022 @ 5:19pm 
appreciate it! love your Wario mod too, it's one of my favorites.

also i actually thought about doing him before LOL @he will never. I originally made this as just a side project so I could step back and get familiar with character creation, but I'd totally be down to make another SSF1-style character after some other projects I want to do. I think it'd be cool to demake some of the RoA cast into this style (already made a MM Zero-style Clairen mockup before for fun haha).

as far as other SSF1 chars though, I'd probably do Zelda/Sheik so I can learn how to make "transformations", since that's something I want to integrate for a character I really want to do.
A completly sane man. 4 Sep, 2022 @ 1:00pm 
this goes so hard cant wait for more of these if you do them
Problem Sleuth 4 Sep, 2022 @ 1:20am 
mr incredible when
Zyphyris  [author] 31 Aug, 2022 @ 9:03am 
thanks! I'd love to see Blade at some point too, would be cool if someone was able to realize what his SSF2 moveset would've been.

I'd be cool with anyone using this as a template for SSF-style chars too. (although I'd like to fine-tune some things first in case anyone wants to go ahead with that.)

also np! @Jetie
LimeKarp 30 Aug, 2022 @ 7:04pm 
this is very cool, i really think blade should come to the workshop at some poinnt
Jetie 30 Aug, 2022 @ 4:22pm 
thank you
Zyphyris  [author] 30 Aug, 2022 @ 3:34pm 
we've reached the peak, there's no higher point than this B)

love your pokemon mods by the way!
Jetie 30 Aug, 2022 @ 11:06am 
This is the mod we all needed. This will truly save workshop
Zyphyris  [author] 30 Aug, 2022 @ 5:35am 
I bumped into those while I was looking through 'recent' mods, that's a sick trend
Crashy 30 Aug, 2022 @ 5:18am 
Broke: Super Smash Land-styled mods
Woke: Super Smash Flash 1-styled mods