Protector of time: AEON --- Completely new (04.2011)

Started by Mr.N, November 16, 2009, 08:38:48 PM

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Quote from: flurryous on April 11, 2010, 07:48:23 PMBut at least it's not as bad as spamming with Cloud. After a few matches of people abusing his B moves (and the realization that there may never be a new version of him) I had to (regretfully) remove him from play.
You shouldn't jump to conclusions so quickly. I'm playtesting his new version right now and you guys are going to loooooove it. :P (Epic totally new Up-Smash and Up-Special. Neutral-B Air really nerfed and placed to Down-B Air, Side Taunt fixed and EPIC. And many others.) We're trying to balance him out, so if you have any suggestions, don't hesitate.
(But not here. Use the official Cloud topic or PM me or .Fade, who is in charge now. )

Anyway, I tried the new NTSC version of Aeon. It plays quite smoothly, it's fun to use but there are plenty of things to improve.

Let's check them in the order :
Sorry but you are not allowed to view spoiler contents.


I ... guess that's it. Thanks for your attention. And good luck with the improvements.  ;)


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~ where it stops, nobody knows.


That's nice. I was aaiting for such a feedback.
some things I have to mention:

Smashes:
I won't change Side Smash Up. It should surprise the enemy. Smashes may be used for combos. If you want a strong one use Side Smash Side.
Other side Smashes will be changed.

I can change Up Smash animation if you want.
Why changing down Smash? I think the animation before the hitboxes appear is slow enough to make it a fair attack but I'll think of it.

I noticed the Down Tilt problem.
Side Tilt wouldn't be a plroblem for me but I'll see what I can do.

Neutral Special:
1: I'll make it smaler and stronger.
2: It will hit right in front of Aeon.
3: This attack is a problem because I don't know what to do with it.
4: Size will not be changed. In Castlecania it's even biger. I'll slow it down.

Side Special: I don't like falling vulnerable but I have to make it fairer. Slowing down is no problem for me.

Up Special: On ground I'll make the first one not that big but as I saied I don't like falling vulnerable.

Down Special: Will be changed.

Taunts: I'll think of nice animations. They are not changed because I wanted to make a release.

Grabs: I hate them because the throw collisions have no named parameters but if you want I can make them different.

Final Smash: I know. Some problems in NTSC version. Don't worry. No problem for me.


Thank you verry much for your good feedback and interest in Aeon. It's a little problem for me to make "ordinary" characters (strong final smashes and such things) but this time I'll force myself to do it.

Do you need me for Cloud (feedback and such things)? If I should help somehow please PM me. If not I'll go on leaving everything to you.

About the Up-Side-Smash : It's your choice, I respect it. But I still believe there are more effective ways to surprise than using a kick. :P

U-Smash : If you find something better, go ahead (but please, not the same as Ike-Aeon's one T-T). Just something without the glitchy positionning.

QuoteWhy changing down Smash? I think the animation before the hitboxes appear is slow enough to make it a fair attack but I'll think of it.
Because I'm not the only one to say that some moves have too much range. :P Remember that even with its range shortened, it attacks on both sides at the same time with a range that is not matched by anybody to my knowledge. (And come on, it's not THAT slow. :p)

Quote4: Size will not be changed. In Castlecania it's even biger. I'll slow it down.
Just don't forget to make the graphics fit correctly with the hitboxes. You should make the graphics so that the hitbox's limit either is on the inner or the outside circle. Right now, it's between the two.

QuoteSide Special: I don't like falling vulnerable but I have to make it fairer. Slowing down is no problem for me.
Slowing down isn't the biggest priority IMO. Fixing the glitches and reducing a bit the range are.  ;)

QuoteGrabs: I hate them because the throw collisions have no named parameters but if you want I can make them different.
No, it's not that important. I was just asking in case I hadn't seen the changes.  :)


QuoteDo you need me for Cloud (feedback and such things)? If I should help somehow please PM me. If not I'll go on leaving everything to you.
Mmmhhh ... I don't really know. You can ask .Fade, but it seems he's got everything well at hand with the creative stuff. And we were three to give some feedback.
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Please take Miacis' suggestions into account, ESPECIALLY the freefall. I took Aeon out; replaced him with Assassin Marth. If you can provide changes that allow him to flow better, attack fairer (the range game is ridiculously abusive), and not be so field dominant, I'll be more than happy to play alongside, as, and against Aeon. But for now, he's just too glitchy and unfair.

There were a lot of issues and I found it easier to just trash him than respond, so I'm sorry for that... I'm also glad Miacis hit the majority of my points. If you can make the necessary changes to try to balance him out, I'll give him another shot and give you my assessment.
"If the illogical is rational enough, we can probably achieve the impossible."
                      ~sincerely yours, Garnett J. Frederick

i just spent the last two hours playing with aeon and its awesome! i really like it. But yeah, make some changes to the stuff suggested above and it should be perfect. Any way you can make the side special be used only once in the air? like ike. because i notice u can practically glide across FD and back and that seems a like a broken way to camp or recover =/

i couldnt help myself and took some picture :p
lol Simon doesnt stand a chance. btw, when i play computer marths, for some reason when they use the side b they glide backwards. and they really seem to be good with the psa because alucard was kicking my ass.

Quote from: wii on April 14, 2010, 06:52:53 AM
btw, when i play computer marths, for some reason when they use the side b they glide backwards. and they really seem to be good with the psa because alucard was kicking my ass.
They do this with the side-B because they try to use Dancing Blade. And I noticed that the CPUs always spend the least time necessary when they "press a button". That means they press B for a microsecond. OHowever, the quicker you press B on Aeon's Side-B, the farther back you travel. Try using it in Slow-Mo mode and you'll understand what I mean. ;)

About the fact they are good with PSAs, it seems CPUs tend to copy the style you use with/against a character, after a short while. Except for specials/recovery (their "learning curve" is muuuuch slower with these moves). So they tend to adopt a more natural style quickly.  :)
Round and round the signature goes ~
~ where it stops, nobody knows.

Changing the AI assigned to them helps alleviate the slow learning curve. Depending on which AI you give them.

(I just noticed someone ate dingo's berries)
I love their learning curve. I've been trying to tell a friend of mine that they do, in fact, adapt to the playstyle of the user, but he said "noooooo." By the way, have any of you seen a CPU Snake use the snakeslide?
"If the illogical is rational enough, we can probably achieve the impossible."
                      ~sincerely yours, Garnett J. Frederick

Wow... Im gonna use the Marth one... He looks so fun.

 I find the Marth version's final smash glitches occaisonally, causing him to endlessly repeat his ending taunt during an invincible like status, forcing you to end the match =/ doesn't happen all the time though... But besides that I love it XD awesome moveset

Quote from: secretchaos1 on April 24, 2010, 03:19:51 PM
I find the Marth version's final smash glitches occaisonally, causing him to endlessly repeat his ending taunt during an invincible like status, forcing you to end the match =/ doesn't happen all the time though... But besides that I love it XD awesome moveset

it happens when u do it on the ground. all u got to do is do it while jumping and it wont glitch.

I'm working on improvements.
If it's too glichy use PAL. It works fine.

News:
I've started to work on Aeon some days ago.
Some of his animations are closer to the original.
The blade is no Sword Glow Blade but the real Aeon blade (nearly).
Side B is finally fixed. It's no infinite rescue attack and has not that huge reaching.
Most animations are still Marth's original animations because they are really good. I've only changed some details.
Of course Aeon does not have a sheith any more.
Playing physics have changed a little. He's not that fast now.

I hope I can make a good Neutral B animation (for each move) until weekend.
Then I'll release a new version.

A very impressive and highly satisfying character.
It's a shame I never played Castlevania much, this character seems pretty neat.