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  1. OtherChen

    Vessle Blast (Vehicles for 2.2)

    I still haven't figured out how to properly have Vessles take damage. However, I did hash out lots of fundamentals: functions, style conventions, and other things for Vessles I plan to add in the future. This build introduces a brand-new Vessle, the Witchrod: a quick, but fragile flying...
  2. OtherChen

    Vessle Blast (Vehicles for 2.2)

    Vessle Blast aims to be a complete rebuild of my Vehicles mod from 2015-16. Take control of specialized combat vehicles known as Vessles, and battle it out across SRB2's zones! Here's how to try it yourself: Load the PK3, and play as the Driver character on any map. As the Driver, press...
  3. OtherChen

    Other Chen tries to Lua

    This is my final version of this character. I'm starting school again so I won't have time to maintain this project anymore. Changes: Added a few more cheat cvars to enhance Mario's abilities: cv_triple: Upgrade Triple Jump into a Quad, Quint, or up to 10x Jump. cv_rekick: Allow Mario to High...
  4. OtherChen

    Other Chen tries to Lua

    Aerial dive now goes in WASD direction. Fixed shield abilities again, by removing the little wall-bump thing. Tweaked all ability physics just a bit, and added visual effects.
  5. OtherChen

    Other Chen tries to Lua

    I think I've done what I can to prevent accidental crushing death while sliding. Remember: don't press A or B while sliding under a gap! Added Mario-style swimming. Press A while jumping to swim upward, up to five times. Wall Jump is now disabled underwater. Refined crouching, allowing it to act...
  6. OtherChen

    Other Chen tries to Lua

    Still haven't gotten sliding down perfectly, but I feel I've made enough progress to put out a new prototype. Wall Jump has changed: The wall jump now checks your sprite's facing angle as well as your camera angle. Now, directionchar users can simply point WASD toward a wall to wall jump...
  7. OtherChen

    Other Chen tries to Lua

    I'm having a lot of trouble with crouching and crawling, so for now I'll just remove crawling and height-changing altogether. You'll still hold B to "crouch" in place for Spring Jump etc. ...Maybe hold forward to get a running start? This char isn't meant to replicate any Mario game exactly...
  8. OtherChen

    Other Chen tries to Lua

    Here's another version. Triple Jump is fixed as per the above post. Mario can also attack enemies from below while Triple Jumping. Running Dive always uses your moving direction. Works at any speed, as long as you're pressing WASD. Jumping Dive always uses your facing direction. Slide Cancel...
  9. OtherChen

    Other Chen tries to Lua

    I originally wanted the dive to not be a means of gaining speed, but it looks like that doesn't work in a Sonic game. For now, I've made the dive speed consistently the same as Mario's max speed (30). I'll probably extend the slide distance and allow cancelling slide with A. I'm also doing a...
  10. OtherChen

    Other Chen tries to Lua

    Hiya, I'm on break so I'm gonna start a Lua editing thread. I've made a prototype character inspired by Mario's acrobatic moves in the 3D games. The character select screen used to work, but now it doesn't has been fixed! Thanks DerpyBubblez. Mario's Moves: Triple Jump: jump three times in a...
  11. OtherChen

    New player states?

    I didn't end up making my own states; I ended up using melee states for crouching, and "boost mode" states for crawling. Side note: player.height exists now, allowing you to set height without changing scale -- perfect for crouching! I bet setting player.radius would let you squeeze through gaps...
  12. OtherChen

    New player states?

    I've noticed that I can directly set the player's mobj state in Lua, and animated states work just fine. For instance, p.mo.state = S_PLAY_ROLL correctly sends the player into their rolling animation, even if I remove or change some of the frames in the WAD. I want to make a character crouch...
  13. OtherChen

    Suggestions

    The camera-forward nature of this game is more obvious to beginners when directionchar is off. But after finally trying it out in 2.2, my movement feels much smoother with directionchar on. What if directionchar doesn't take effect until you're close to your runspeed? This way when the player...
  14. OtherChen

    Control feedback thread

    I never tried directionchar in 2.1, but now that it's a vanilla option I honestly really enjoy it. It feels like the old analog mode, but with the manual camera control I want out of a platformer. I'm noticing myself missing thoks more often though; I guess I'm used to "aiming down the sight" of...
  15. OtherChen

    [Open Assets] Admin Tools + Mod Skin

    After about a year, I've gone ahead and completely redone the Mod Skin. Also it's called the Mod Skin now, to clear up any confusion. The best part? You can now switch skins without killing yourself.
  16. OtherChen

    [Open Assets] Fludd

    That is exactly what's supposed to happen. You can press Fire on that bot's controls to make it shrink again. Also, monitors have been fixed.
  17. OtherChen

    Funny meme

  18. OtherChen

    [Open Assets] Fludd

    Wow okay. Should be fixed.
  19. OtherChen

    [Open Assets] Fludd

    Another update. Not 2.1.15-related at all. (I'm surprised the new version didn't break anything.) If anyone has an idea on making the water stream look better without wrecking the framerate, I'll try it out.
  20. OtherChen

    Version 2.1.15 Release

    Just compiled SDL2 for 32-bit Debian. OGL and software both work perfectly, and OGL has somewhat better FPS than before. Thanks for both your help.
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