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Jetty-Syn Proto V2.1.1 - Back for more! (Updated 9/7/2017) Details »»
Jetty-Syn Proto V2.1.1 - Back for more! (Updated 9/7/2017)
Version: V2.1, by CobaltBW (I do things sometimes) CobaltBW is offline
Developer Last Online: Dec 2017

Category: Version: SRB2 Rating: (10 votes - 4.80 average)
Released: 10-10-2016 Last Update: Never Installs: 4
Characters Scripts Re-Useable Content Sprites/Graphics

ROBO ON THE RUN!!



While working on the Black Rock doomsday device, Dr. Robotnik experimented with a bipedal Jetty-Syn prototype equipped with an advanced AI system and ball-morphing technology. However, disaster struck -- the prototype rebelled against its creator during a test run, and it broke free from Robotnik's lab, never to be seen again... or so he thought.

A few months later, the maverick robot resurfaced and began an onslaught on Robotnik's army! Even worse, the Jetty-Syn was after the emeralds for his own gain. In desperation, Robotnik sent a special forces unit to hunt him down and retrieve the chaos emeralds from the rogue robot.


Will this renegade outpace his creator, or will the badnik warp squad end his roboticide?
Download now and find out!







A harasser playstyle
Jetty-Syn Proto can fire mid-range shots that chip away at enemies and monitors. He can also stay above the action by using his jetpack, which is fueled by collecting item pickups from enemies and monitors.

Roll up and blast forward!
Proto can enter ball form, allowing him to shrink in size and charge up a dash that destroys enemies and walls. Proto can also perform short air-hops in this form if he has fuel.

Keep up the adrenaline!
Hit enemies while in ball form to power up! While in an adrenaline rush, your speed and gun strength will increase!

Stay alert!!
In the campaign, Proto doesn't use rings as health like other characters, so he can only take so many hits. To make matters worse, Proto is constantly being tailed by enemies that warp to his location. Mind your head-up display and be ready for a fight!

Customize!
Type proto_help for a list of Proto-related console commands. Toggle the HUD, disable ambushes for an easier playthrough, or beacon yourself to the warp squad for an extra challenge.




Credits
Sound effects: Cave Story and DooM
Music: "setblaster2" by coda

Shoutouts go to MonsterIestyn, FuriousFox, and a few others on #srb2fun for answering many of my questions and helping me troubleshoot my code.
Also thanks goes to Tripel the Fox, whose Tails Guy character served as part inspiration for this wad and gave me a starting point for coding when I knew very little about Lua.
Credit to Sapharos for lending me the death animation, which I tweaked a bit.
Special thanks to Wolfy for helping bugtest the character for online play.
Thanks to everyone else for playing and giving all of your feedback!

Download Now

File Type: rar proto-v211.rar (3.63 MB, 611 views)

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 09-07-2017   #62
Elyos03
 
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Quote:
Originally Posted by CobaltBW View Post
Thanks for reporting, will upload a hotfix in the next couple of hours.
Thanks! Also, will you bring some old content back? I miss Proto's Fire Flower use. It was sort of fun using it in Pipe Towers.
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Old 09-07-2017   #63
CobaltBW
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I might bring it back eventually. It just became redundant with my powerup system and it would have required more work on my part to make it function in tandem.

EDIT: Actually, I think I have an idea for it, just give me an extra hour and I should have it returned along with the hotfix
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Last edited by CobaltBW; 09-07-2017 at 05:38 PM.
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Old 09-07-2017   #64
CobaltBW
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Thanks for waiting -- this ended up being a bit more than a hotfix.

2.1 Change Log

Feature:
* Changed timer pickup -- instead of setting back the ambush counter, it will freeze/prevent the timer from moving forward for an additional 30 seconds
* Changed hyper fuel pickup -- instead of adding fuel, it will grant the player unlimited jet power for a limited time
* Fire Flower Proto returns as a temporary powerup, the Fire Adrenaline Rush (with quadruple the normal firepower!)

Maintenance:
* Optimized/improved compatibility with SUBARASHII

Balance:
* Random encounter frequency formula modified (30+15n -> 60 + 10n) (In other words, your first ambush will appear roughly 60 seconds in rather than 30. The formula will even out on the sixth ambush, at about 1:50 minutes after the previous ambush)
* Slightly raised encounter difficulty progression

Bugfixes:
* Fixed other skins using Proto's HP system
* Fixed proto_encounters 2 not working properly in console

---------- Post added at 02:27 PM ---------- Previous post was at 01:32 PM ----------

Quick reupload, needed to fix a couple blunders I just made.

2.1.1 Change Log
Bugfixes:
* Fixed red alarm displaying the wrong HUD graphic
* Fixed blue alarm showing up in some situations where encounters are disabled
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Old 09-07-2017   #65
Elyos03
 
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I can't download it anymore. It only goes to the "Invalid Attachment specified" page. Can you fix it or make a mirror?
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Old 09-07-2017   #66
CobaltBW
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Upload has been fixed.
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Old 09-07-2017   #67
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Quote:
Originally Posted by CobaltBW View Post
Upload has been fixed.
Thank you.
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Old 09-30-2017   #68
Yoshirocks90
Eh, maybe later.
 
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Man, I totally regret waiting as long as I did to use this. It took my a few moments to get used to the controls, but I love the hud. Especially the score/times/rings. I haven't been attacked by the warp squad yet, but it seems like it'll prove interesting like the rest of this.

Edit: Nvm, just got attacked. It was a bit difficult, but definitely fun nonetheless.

Last edited by Yoshirocks90; 09-30-2017 at 10:46 PM.
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Old 10-01-2017   #69
Yoshirocks90
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Proto often (as in, everytime so far except once) passes through metal sonic, making it extremely difficult to hit him.
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Old 10-01-2017   #70
CobaltBW
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Quote:
Originally Posted by Yoshirocks90 View Post
Proto often (as in, everytime so far except once) passes through metal sonic, making it extremely difficult to hit him.
Did you try dashing into Metal Sonic? That is currently the only way to hit him when he's non-dizzy, due to his behavior being hard-coded.
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Old 10-01-2017   #71
Yoshirocks90
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That's probably what I did that that one time it worked. Thanks.
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Old 10-01-2017   #72
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Yeah, it's very difficult to make that fight fair due to the fact that Metal Sonic usually ignores collision with any object that isn't in spin/jump state. In the future I might try to find a workaround.
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Old 10-06-2017   #73
Sapheros
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I'm going to guess that you refuse to take inspiration from Rosy's coding because that was made to ignore the monitor's hitbox as well. I guess I can understand that for sure.

Though I have noticed something strange with Proto. How come his HUD script goes completely bonkers when you're not him in Boss Mayhem? I mean I know it's genuinely my fault because the script I had was botched enough for one stage in the mod but still, what's the cause?
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Old 10-06-2017   #74
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Quote:
Originally Posted by Sapheros View Post
Though I have noticed something strange with Proto. How come his HUD script goes completely bonkers when you're not him in Boss Mayhem? I mean I know it's genuinely my fault because the script I had was botched enough for one stage in the mod but still, what's the cause?
No idea, I haven't tried what you're suggesting. I'd have to reproduce the bug for myself.
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