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A little preview of what's coming up in the next version of SkyLua. The new land ability for the Elemental Shield: Burst Step! This is a work in progress, so yeah. Things will change.

Here's another picture so you can see what the text says:

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I think it should use the same spacing on the screen that the lives counter uses (ex: the bottom edge of the lives counter is higher than the bottom edge of the custom button hud; the custom button hud is also a bit close to the right side of the screen). I also think that labeling the meter "Charge" is somewhat unnecessary, since it's pretty clear how it works when you try to use it.

That's just me being nitpicky though; good show!
 
I think it should use the same spacing on the screen that the lives counter uses (ex: the bottom edge of the lives counter is higher than the bottom edge of the custom button hud; the custom button hud is also a bit close to the right side of the screen). I also think that labeling the meter "Charge" is somewhat unnecessary, since it's pretty clear how it works when you try to use it.

That's just me being nitpicky though; good show!
How's this?

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I've adjusted the vertical alignment a little (very easy to do with the system I made, just change one variable and it can shift the whole thing up and down), but the ability icon is not the same size as the life icon, so it's not going to be able to match the life icon well. I've added tick marks to the gauge as well to make it less of just a dull black rectangle.

On another note, now the Super Nuke has a charge gauge for balancing reasons. You need to charge it up 3 full gauges to unleash the ability now.

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It also now has a one minute cooldown in non-competitive gametypes, and a 100 second cooldown in competitive ones.

I plan on adding some ways to reduce your cooldown slightly, like collecting rings or hitting other players.
 
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The ticks make it seem like it's possible to use the move before the bar hits full. It gives off the idea that there are 3 levels of charge. I recommend removing them.
 
Here's the finalized charge gauge, more or less:

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All abilities will now require a charge of the gauge (Super Nuke will have 3 gauges to charge), but the charge speed will vary based upon the strength of the ability.

Coming soon, to a SRB2MB near you.
 
SkyLua v5.3 is now out. Changelog:

Changed!
Playtime can now print all seconds, minutes, and hours in one print through specifying the display type as <all>.
Changed! Water Dash now boosts the player at a variable thrust of 1.5x the player's normalspeed instead of the original flat boost to 60 speed.
Changed! getemeralds's code has been slightly updated.
Changed! forcesuper's code has been slightly updated.
Changed! The spawnmobj command now automatically applies MT_ to the beginning of the object if it's not already there.
Changed! The spawnmobj command will now automatically make your entry uppercase when you input the object type.
Changed! Boost Jump's cooldown has been adjusted to 20 seconds.
Changed! Boost Jump's jump boost has been slightly weakened.
Changed! Bomb Toss's cooldown has been adjusted to 30 seconds.
Changed! Telekinesis's cooldown has been adjusted to 25 seconds.
Changed! Magnet Pull's cooldown has been adjusted to 25 seconds.
Changed! Fire Trail has been changed to a passive ability.
Changed! The Super Nuke cooldown has been adjusted to a 2 minute cooldown in competitive gametypes, and a 1 minute cooldown in other gametypes.
Changed! If you have get the invincibility powerup, your ability will now be locked.

New! You can now specify momentum offsets with the spawnmobj commmand. As with the position offsets, they are optional. New format: spawnmobj <x offset> <y offset> <z offset> <x momentum> <y momentum> <z momentum>
New! New console command: movemap <mapnum>. Works just like the vanilla map command, but keeps your points and Chaos Emeralds while still moving maps. Note that this works slightly differently than how map works; you do not need to put MAP before the map number (e.g. if you wanted to go to MAP04 you would type movemap 04).
New! If you're holding a flag, your ability cooldown will cooldown twice as fast.
New! New Elemental Shield ability on the ground on land to replace Fire Trail: Burst Step: burst off the ground with an explosive step of fireballs to boost forward! Cooldown: 35 seconds.
New! All abilities now require a charge to use. The charge gauge also doubles as an ability status bar. Super Nuke requires three gauges, but all the rest require one. Water Dash and Swim Ascend remain as abilities that have no cooldown and no charge.
New! Getting a 1-up monitor now resets your ability cooldown to 0.
New! Popping a Super Ring box cuts down your ability cooldown by 1/10.
New! The HUD will now display active extra functions in non-ringslinger gametypes.

Fixed! A few information center typos have been fixed.
Fixed! The playtime command will no longer print truncated seconds, minutes, and hours when specified by playtime <type>.
Fixed! The spawnmobj command will now adjust the spawned object's angle to the player's correctly.
Fixed! Additional error checking has been added to spawnmobj.
Fixed! The custom button 1 string will no longer appear with the Fire Flower ability.
Fixed! The ability delay should no longer mess with the quick cooldown that is applied on Swim Ascend's usage.
Fixed! Bomb Toss's flames should no longer knockback players in super forms and players with invincibility.

Removed! The radius damage from using your ability has been removed from the Attraction Shield.

Not as a big of a list of changes as 5.2 was, but these were definitely some big changes.

Main download is in the first post as usual. Have fun!
 
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I can't get to my spinning form when I'm falling of a ledge or jumping from a spring when I'm using a Whirlwind Shield.
 
SkyLua v5.4 is now out. Just a new little feature with spawnmobj and some bug fixes and refinements.

Changed!
Ability will now specify if it's a shield or a super ability.
Changed! The status gauge for your ability has been straightened out to be a little more uniformal.
Changed! The HUD code has been optimized.
Changed! The ability text and gauge now shows up in Tag and Hide & Seek.
Changed! The cooldown overlay over the ability icon now has more ticks in the overlay.

New! You can now specify a scale factor that the mobj that you spawn is at with the spawnmobj commmand. As with all the other offsets, they are optional. New format: spawnmobj <mobj> <x offset> <y offset> <z offset> <x momentum> <y momentum> <z momentum> <scale>

Fixed! If you revert back to your normal form from your super form with a Super Nuke cooldown, it should no longer keep the cooldown past the shield ability cooldown.
Fixed! You can no longer push/pull players that are dead with Telekinesis/Magnet Pull.

Winding down on the updates now.
 
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SkyLua v5.5 is now out. This is likely the last update for a long time unless I have another sudden burst of inspiration to work on SkyLua.

Changes:

Changed! The ability charge will now go down gradually instead of resetting to 0 if you let go of Custom Button 1.
Changed! Your ability charge will now reset when you hit an item box that resets your cooldown.
Changed! Water Dash's ability readout when in use has been changed to "Ability: Active".
Changed! Boost Jump has been renamed to Vertical Lift.
Changed! Magnet Pull has been renamed to Magnetic Pull.
Changed! Bomb Toss's cooldown has been increased to 40 seconds.
Changed! Burst Step's cooldown has been decreased to 30 seconds.
Changed! Extra Functions have been renamed to Extra Abilities.
Changed! The playtime command readout has been improved.

Fixed! There now will be a message displayed in the console if the forcesuper command is used without having all 7 Chaos Emeralds.
Fixed! The SkyLua info center playtime help section now displays all as an option.
 
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SkyLua v5.6 is now out. Just fixing a few bugs and things I noticed late.

Changed! The inner code workings of the ability charge times has been improved.
Changed! The ability cooldown overlay now has more increments (max increments now).
Changed! The ability cooldown overlay code has been optimized significantly.

Fixed! The gradual decrease of your ability charge now matches the charge up speed.
Fixed! The gradual decrease of the Super Ability now no longer activates the spark effects.
Fixed! The ability display now displays "Ability: Ready" when you are not charging the ability, but still has charge left in it.
Fixed! Water Dash will now boost you at 1.5x your current normalspeed rather than the normalspeed set in the S_SKIN.

Now, this should be the final release for a while.
 
Take it from someone on the SRB2 dev team: claiming something is the "final" release of anything is just inevitably going to mean you're going to find another 15 critical bugs tomorrow =P
 
Is there a way to bind the shield abilities to another control? It seems to conflict with some wads that use Custom 1.
 
Is there a way to bind the shield abilities to another control? It seems to conflict with some wads that use Custom 1.
Unfortunately not. Anyways...

SkyLua v6.0 has been released!

Changed! The Fire Trail passive ability will now only be in effect when Burst Step is on cooldown.
Changed! Hitting a 10 ring box will no longer reduce your cooldown if you're in your super form.
Changed! The abilityhelp command is now known as abilityui.
Changed! The ability cooldown HUD code has been optimized significantly.
Changed! The ability check code has been optimized.
Changed! The red locked overlay will now appear over your ability cooldown so you can see the ability cooldown ticking behind it while your ability is locked.
Changed! You can now see the remaining time until your ability cooldowns while your ability is locked.
Changed! The super form code has been optimized.

New! An all new menu has been added to SkyLua! Press and hold Custom Button 3 (replaced scope, sorry scope fans! if there's any) for 3 seconds to bring up the menu. This is where you can navigate through commands, Extra Abilities, see features, toggle options, and more. Commands, Extra Abilities, and options can still be toggled in the console if you want.
New Extra Ability! Extra Ability: No Flash has been added. Command: noflash <on/off>, and toggleable through the SkyLua menu. When you get hit, you will have zero recovery (blinking/flashing) time. Have fun with that in Match and CTF!
New Extra Ability feature! When you activate an ability, the corresponding information for it in the SkyLua menu will appear on everyone's screen.

Fixed! Pressing custom button 1 while having the Swim Ascend ability locked will no longer show a graphical error.
Fixed! getemeralds will now play a sound effect in multiplayer when you get the Chaos Emeralds.
Fixed! spawnmobj will now read out the scale you have set for the object spawned.
Fixed! Metal Sonic (battle) can now use his energy ball attack when spawned through spawnmobj.
Fixed! Extra Ability: Missile now has a separate spawning cooldown from ringslinger/weapon firing cooldowns.
 
Minor update, version bumped up to just 6.0.1.

New! The About section of the menu now displays the release date of the current SkyLua version.

Fixed! You can no longer accidentally (...or purposefully) activate your super ability while the menu is active.
 
An issue: If you try to turn into Hyper Sonic with MotdSpork's Hyper Sonic & Knuckles sript, You can press Custom 1 and turn into Hyper Sonic but however, appears more and more following Chaos Emeralds!
 
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An issue: If you try to turn into Hyper Sonic with MotdSpork's Hyper Sonic & Knuckles sript, You can press Custom 1 and turn into Hyper Sonic but however, appears more and more following Chaos Emeralds!

That's not an issue, that's the two mods being incompatible with one another.
 
Conflict with another mod or not, I try to make SkyLua as compatible to everything as possible, and thus, it has been fixed.

SkyLua v6.1 has been released.

Changed! The super transformation code has been optimized.
Changed! The circling Chaos Emeralds spawn code has been optimized.

New! Bosses will now have explosion effects as they flee from the map.

Fixed! Fixed an issue where you could respin while the menu was active.
Fixed! Fixed a small graphical issue where it wouldn't show the locked overlay with the menu being active while you were in your super form and had a cooldown.
Fixed! Water Dash will now boost you at the correct speed when you have super sneakers.
Fixed! The circling Chaos Emeralds will now spawn correctly if you're being carried and transform. Along with this, SkyLua is now compatible with hyperv2.lua's hyper transformation and other mods that require use of the super transformation states, and in the rare case that you are forced into your super form while already in your super form, more circling Chaos Emearlds won't spawn.
Fixed! A display issue with standing in knee deep water with the Elemental Shield has been fixed.
Fixed! Additional checks have been added for the Super Nuke ability: being carried, spinning on a rotating mace, etc. Not sure why they weren't there in the first place, but yeah.

(...side note for any admins that are reading this: why can't we attach WAD files directly?)
 
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(...side note for any admins that are reading this: why can't we attach WAD files directly?)
Consider the fact that any images in a wad file are stored as completely uncompressed bitmaps: without being zipped, it would take considerably longer for users to download, and it would waste a lot of SRB2.org's bandwidth. This website's internet connection isn't free, after all.
 
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