[Open Assets] Casino Night Bumper (bumper.wad)

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FuriousFox

AKA FuriousFox
This is a recreation of the spherical bumper from Casino Night Zone in Sonic 2. Basically, just run into it and it'll bounce you away. The first 10 bounces get you 10 points each, then nothing after that.

Includes a small test level to show it off.

Version 1.0
Initial release

Version 1.1
Bump strength is now determined by the angle of the bumper. Set angle to 0 to use the default strength (equivalent to angle 160).
Special flag makes bumper not give points.
Ambush flag makes bumper disappear after one hit.
Bumper animations are now synced with each other.

Version 2.0
Better sprites courtesy of Blade. Thanks!
Bumper strength is now primarily determined by the speed at which the player hits one. Angle still sets the minimum bumper strength
More accurate angle calculations to send the player flying in the right direction
Fixed DispOffset to not throw errors in ZoneBuilder
Object consists of fewer states now that it uses FF_ANIMATE
Added comments to the code to hopefully make it easier to understand
Balloons added to test level
 

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I really hope someone uses these, they're fantastic and incredibly satisfying to hit. Welcome to Releases.
 
FuriousFox! He lives!

also, this is one of the best wads yet, I'd love to see it become a supplementary wads to other projects.

Now all we need are some polyobject flippers!
 
Just updated this with a few changes:

Bump strength is now determined by the angle of the bumper. Set it to 0 to use the default strength (equal to angle 160).

You can check the Special flag on the object to make it not give points. This could be useful it you plan to use it in a Match level and don't want players getting easy points.

You can check the Ambush flag on the object to make it disappear after one hit.

The animations of all bumpers in a map are now synced up to each other, similar to how they were in Sonic 2. Now they wont get desynced when you hit them.

Oh, and I also included what I have so far of the slot machine I was working on. Not quite done yet, but you can play around with it if you want.
 
Sounds like that might also be a glitch with Paper Mario as well, might wanna report that to the original thread as well.
 
Looks like it's a side-effect of Paper Mario's double jump ability, which causes him to slow fall. I think that's more of a problem with the character wad.
 
Sounds like that might also be a glitch with Paper Mario as well, might wanna report that to the original thread as well.

Sure, i'll just post a link to this post on that thread, since it also applies to more than just the bumpers

---------- Post added at 09:48 PM ---------- Previous post was at 09:32 PM ----------

Looks like it's a side-effect of Paper Mario's double jump ability, which causes him to slow fall.

Basically, what I did was, I used the hammer stomp ability on the first opportunity i got after the first time i used it, then when mario is in his jumping frames, just hold jump and mario glides like knuckles. He even clings to walls for a sec before jumping off, and slides on the ground when landing from a glide. I can't control his climbing, though.
 
I'm not saying these shouldn't be used, heck, they could be really fun to use in advanced map-making, but; Is it really 100% necessary?
 
Well obviously they're not necessary, but they're available for people who want to use them.

Also, I really need to update this with the changes I made since SUGOI.
 
Yeah that's kind of a weird question, obviously they're not necessary as such, but neither are a lot of other cool features available in SRB2 (emblems, reverse gravity, polyobjects, even slopes are not strictly necessary), or cool custom stuff made by the SRB2 community. I'm not even sure why you're asking?
 
Yeah that's kind of a weird question, I'm not even sure why you're asking?


I'm not even sure why I exist, but it still happened and I, for one, am certainly not happy about it. So for anyone questioning my query, I'm sorry, my curiosity and arrogance have a lot of explaining to do.
 
Just updated this to 2.0. This includes the updated sprites and bumper functionality that were featured in Robotnik Park Zone in SUGOI. I've had it on my hard drive for a while now, and just never got around to uploading it.
 
Tried implementing this into a level I'm still conceptualizing and I noticed that regardless of the angle of the bumper I can make it launch me really high, I've tried 0°, 1° and 90° and they all achieve this same result.

Is this possible to fix or am I just using it wrong?
 

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FuriousFox said:
Bumper strength is now primarily determined by the speed at which the player hits one. Angle still sets the minimum bumper strength
this means you just thoked into the bumper to cause that height. Try a normal jump.
 
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