Jetty-Syns

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Tripel the fox

Community GU GU GUUUUU~
Jetty-Syns as characters. Yep. Totally pointless, but I don't see how this could be any worse than a gargoyle.
They are immune to space drowning, but not normal drowning.
The gunner can shoot missiles and the bomber can drop bombs, obviously.
Feedback would be appreciated!


NOTES:
They should be able to complete all the levels exept ERZ3, but I havn't tested many of them.


--Update--
The Jetty-Syn bomber now drops bombs from his... tube I guess?
The Jetty-Syns can now turn super if you press custom2.
Fixed the zoom tube glitch.
Other misc stuff that dosn't affect gameplay


V1.0.1 ------- Fixed spectating
V1.0 --------- Created
 

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This is some goofy fun, and it's actually pretty interesting to try and fight Brak with this character because the knockback from missiles when in flight makes it very hard to recover your rings and his line of sight explosion punishes you for taking your flight for granted, amusingly.

It's a bit odd that the score chain doesn't reset if you miss a bomb, and I would like to see the attacks be able to destroy monitors, but I wouldn't hold this in submissions over that.

As soon as you fix the color changing, you'll be good to go for releases.
 
Tripel the fox said:
but I don't see how this could be any worse than a gargoyle
D: Whai

Oh well. This looks like it'll be tons of fun to play. I'll give you my thoughts later.

Edit: As I expected, tons and TONS of fun. Basically a fast Eggman. But like Eggman he can't kill Metal Sonic in ERZ3.
Edit2:
Log.txt said:
Loading object config from ./Jetty-Syns.wad
Added skin 'jetty-syn_gunner'
Added skin 'jetty-syn_bomber'
No maps added
WARNING: ./Jetty-Syns.wad|LUA_GAME:35: bad argument #1 to 'P_SetObjectMomZ' (MOBJ_T* expected, got nil)
Hook removed.
WARNING: ./Jetty-Syns.wad|LUA_GAME:84: bad argument #1 to 'P_SetObjectMomZ' (MOBJ_T* expected, got nil)
Hook removed.
Happens whenever there's a spectator in a multiplayer mode.
 
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Well, the controls are a bit hard to get used to, and I don't see why they should be able to drown, but it's a pretty nice novelty wad I guess. No obvious glitches that I've seen anyway...
 
If this plays the way I think it plays, it would be a hell of a lot of fun on Match and CTF servers.
 
Code:
freeslot("sfx_2bounc","mt_jettybullet2")

addHook("ThinkFrame", do
        for player in players.iterate
                if (player.mo and player.mo.skin == "jetty-syn_gunner")
                                       
                                player.mo.flags = $1|MF_NOGRAVITY|MF_SLIDEME
                                end
                if not (player.mo and player.mo.skin == "jetty-syn_gunner")
                                and not player.spectator
                                        player.mo.flags = $1 & ~(MF_NOGRAVITY|MF_SLIDEME)
                        end
                end
        end)

addHook("ThinkFrame", function()
	for player in players.iterate do
		if (player.mo and player.mo.skin ~= "jetty-syn_gunner")
			continue
		end
		
		//Flying
		if (player.mo and player.pflags & PF_JUMPDOWN) //Holding jump
			and not (player.pflags & PF_USEDOWN) //And not holding spin
			P_SetObjectMomZ(player.mo, FRACUNIT*10, false) //Go up!
		end
		
		if (player.mo and player.pflags & PF_USEDOWN) //Holding spin
			and not (player.pflags & PF_JUMPDOWN) //And not holding jump
			P_SetObjectMomZ(player.mo, FRACUNIT*-10, false) //Go down!
		end
		
		if not (player.mo and player.pflags & PF_JUMPDOWN)
			and not (player.pflags & PF_USEDOWN)
                        and not player.spectator
			P_SetObjectMomZ(player.mo, 0, false) //Stop Z movement
		end
		
		//Shooting
		if (player.mo and player.cmd.buttons & BT_CUSTOM1)
			and (player.custbutton == 1)
			S_StartSound(player.mo, sfx_s3k4d)
			P_SPMAngle(player.mo, MT_JETTBULLET, player.mo.angle, 1)
		end
		
		//Animation
		if (player.mo)
			and not (player.mo.state == S_PLAY_ATK1 or player.mo.state == S_PLAY_ATK2 or player.mo.state == S_PLAY_ATK3 or player.mo.state == S_PLAY_ATK4) //Make us go into the rolling animation
			player.mo.state = S_PLAY_ATK1
		end
		
		if (player.mo)
			player.powers[pw_spacetime] = 402
		end
		
		//Buttons
		player.custbutton = 1
		
		if (player.cmd.buttons & BT_CUSTOM1)
			player.custbutton = 0
		end
		
	end
end)

addHook("ThinkFrame", function()
	for player in players.iterate do
		if (player.mo and player.mo.skin ~= "jetty-syn_bomber")
			continue
		end
		
		//Flying
		if (player.mo and player.pflags & PF_JUMPDOWN) //Holding jump
			and not (player.pflags & PF_USEDOWN) //And not holding spin
			P_SetObjectMomZ(player.mo, FRACUNIT*10, false) //Go up!
		end
		
		if (player.mo and player.pflags & PF_USEDOWN) //Holding spin
			and not (player.pflags & PF_JUMPDOWN) //And not holding jump
			P_SetObjectMomZ(player.mo, FRACUNIT*-10, false) //Go down!
		end
		
		if not (player.mo and player.pflags & PF_JUMPDOWN)
			and not (player.pflags & PF_USEDOWN)
                        and not player.spectator
			P_SetObjectMomZ(player.mo, 0, false) //Stop Z movement
		end
		
		//Shooting
		if (player.mo and player.cmd.buttons & BT_CUSTOM1)
			and (player.custbutton == 1)
			S_StartSound(player.mo, sfx_s3k51)
			P_SPMAngle(player.mo, MT_MINE, player.mo.angle, 0)
		end
		
		//Animation
		if (player.mo)
			and not (player.mo.state == S_PLAY_ATK1 or player.mo.state == S_PLAY_ATK2 or player.mo.state == S_PLAY_ATK3 or player.mo.state == S_PLAY_ATK4) //Make us go into the rolling animation
			player.mo.state = S_PLAY_ATK1
		end
		
		if (player.mo)
			player.powers[pw_spacetime] = 402
		end
		
		//Buttons
		player.custbutton = 1
		
		if (player.cmd.buttons & BT_CUSTOM1)
			player.custbutton = 0
		end
		
	end
end)
All you needed to do was add "and not player.spectator" before stopping Z movements.
 
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Too late, I already fixed it. I'm pretty sure it's better to check if the player mobj exists anyway (and it dosn't if you're spectating).
 
srb20000.gif


if (player.mo and player.mo.skin == "character")
if not (player.mo and player.pflags & PF_JUMPDOWN)
and not (player.pflags & PF_USEDOWN)
P_SetObjectMomZ(player.mo, 0, false)

I have no idea why you chose to use player.pflags instead of player.cmd.buttons, but whatever.
Also, you should give him a weapon delay, and give him exploding death frames as well

EDIT: Got ninja'd both by Tripel AND Kirblord
 
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And what if I would like to transform into Super, in a Multiplayer game? You know, he cannot jump, only fly like Eggman. I don't know, something like it can transform in the same way that Eggman? (Pressing one of the special buttons when you have 50 rings and all emeralds.) I would like to see a transformed gold-colored Jetty-Syn kicking Eggman's butt like a "Rebellion-King".
 
Tripel the fox said:
I don't see how this could be any worse than a gargoyle.
Are you trying to flamebait Gargoyle fans or what?
This wad was pretty fun, but I have a few complaints.

* The bombs spawn a tad too high. It's minor, but it still bugs me.
* Vertical movement is very stiff, nothing like actual Jetty-Syns.
* The gunner's bullet moves too fast.
* If it can't drown in space, why can it drown in water?

Other than that, I had great fun with this wad, and can't wait for multiplayer support. Good job.
 
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What do you mean, because game design? It's entirely possible to make it unable to drown underwater. It makes no logical sense for something to drown in water due to lack of air and not drown in space due to lack of air.
 
I'm not saying its the dev's fault; I'm saying that I thought that it would be better if the Jetty-Syns could drown underwater, but not in space.

Edit:
Three versions in one day... wow.
 
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I'm not saying its the dev's fault; I'm saying that I thought that it would be better if the Jetty-Syns could drown underwater, but not in space.

You've already thrown character balancing out of the window by giving these guys infinite flight, so you don't need to worry about making sure things aren't too easy for them (if that's what the issue is).
 
I think the idea is that it's thematically more correct. It's easier to imagine a bot short-circuiting underwater than in outer space. Balance wasn't the concern.
 
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