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Based off sprites originally made by Chrispy, this version of Rosy has lua abilities loosely based on her gameplay in some of the official games.
The download now also contains a topdown version. Spoiler: ability list Download Now
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#42 |
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Additional bugfix update. I finally got the hearts working properly.
Changelog: -Hammer attack heart shockwave now damages bosses and pops monitors -Reduced hammer jump cooldown -Fixed a typo in the character select description |
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#43 |
I do things sometimes
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Nice work. I'm still being restricted from using the hammer jump sometimes in Deep Sea Zone specifically, but I'm not sure what's causing it yet.
Also, I've been working on some checks for hammer jump being used underwater. I would recommend these as replacements to your current code. Standing hammer jump: Code:
if not (player.powers[pw_super]) if (rosy.eflags & MFE_UNDERWATER) A_ZThrust(rosy, 9, 1) else A_ZThrust(rosy, 15, 1) end else if (rosy.eflags & MFE_UNDERWATER) A_ZThrust(rosy, 18, 1) else A_ZThrust(rosy, 30, 1) end end Code:
if not (player.powers[pw_super]) if (rosy.eflags & MFE_UNDERWATER) A_ZThrust(rosy, 9, 1) A_Thrust(rosy, 9, 1) else A_ZThrust(rosy, 15, 1) A_Thrust(rosy, 15, 1) end else if (rosy.eflags & MFE_UNDERWATER) A_ZThrust(rosy, 18, 1) A_Thrust(rosy, 18, 1) else A_ZThrust(rosy, 30, 1) A_Thrust(rosy, 30, 1) end end Code:
if not (player.powers[pw_super]) if (rosy.eflags & MFE_UNDERWATER) A_ZThrust(rosy, 11, 1) A_Thrust(rosy, 11, 1) else A_ZThrust(rosy, 20, 1) A_Thrust(rosy, 20, 1) end else if (rosy.eflags & MFE_UNDERWATER) A_ZThrust(rosy, 22, 1) A_Thrust(rosy, 22, 1) else A_ZThrust(rosy, 40, 1) A_Thrust(rosy, 40, 1) end end I also added a check for her peelout while I was at it: Code:
if not (player.powers[pw_super]) if (rosy.eflags & MFE_UNDERWATER) P_InstaThrust(player.mo, player.mo.angle, 30*FRACUNIT) else P_InstaThrust(player.mo, player.mo.angle, 45*FRACUNIT) end else if (rosy.eflags & MFE_UNDERWATER) P_InstaThrust(player.mo, player.mo.angle, 75*FRACUNIT) else P_InstaThrust(player.mo, player.mo.angle, 90*FRACUNIT) end end EDIT: Also, I want to see how a peelout with charge mechanics would pan out (more you hold in the key, longer you peelout for), so I may post some code related to that soon. Last edited by CobaltBW; 04-27-2014 at 07:08 PM. |
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#44 |
Friendly Neighbour-Hood
Moderator
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BW: The peelout check needs an "end" at the end.
EDIT: Actually, ALL of these things need an "end" at the end.
__________________
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#45 |
I do things sometimes
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are you sure about that
I've tested the code and it works fine |
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#46 |
Friendly Neighbour-Hood
Moderator
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...must be the indentation confusing me then.
__________________
My page stuffed full of MIDI goodness! The Hitchhiker's Guide to the Robo-Hoodiverse Timeline of Sonic Robo Blast History! That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin". |
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#47 |
I do things sometimes
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yeah, I've got three if cases here and they're all closed
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#48 |
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I want to keep the peelout at a fixed speed. I've been considering adding a time restriction that makes you hold the charge for a little bit before you can use the peelout.
I've already tested something similar for the underwater hammer jump, but I just don't like how it feels underwater with a lower speed. Also, the new hammer ground attack is currently a bit buggy and overpowered against some bosses (especially Eggscalibur). I've been messing around with possible fixes and accidentally caused this: ![]() Last edited by Katmint; 04-28-2014 at 12:36 AM. |
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#49 |
I do things sometimes
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If you add a minimum charge time, reduce the amount of time she's locked into the peelout by a little bit.
I think her hammer attack is fine, and she still has more difficulty against Brak than Sonic. The only problem is that she can attack Eggscalibur through its cage, which is a bug. Also, the shockwave doesn't hit Metal Sonic in his 'not-stunned' state. EDIT: Are you sure you don't want to mess with her underwater hammer jump? Because the heights she can reach right now are ridiculous. EDIT2: Found another bug. Rosy exits her slide frames but is still unable to move. Last edited by CobaltBW; 04-27-2014 at 09:03 PM. |
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#50 |
Ech.
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Great, Rosy re-booted. And she plays like my favorite itterration of Amy. Sonic Advance.
Now all we need is Fang the Sniper and all the other classics!
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I don't have anything witty to put here. Imagine I did. |
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#51 |
あなたは私の日本のユーザ名が好きですか ?
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I'd like to see Fang, and maybe Ray.
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Goes by Skychan or Hareimu on the IRC, depending on my activity on there. |
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#52 |
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Update. This will probably be the last one for a while unless I get new sprites or something pops up that needs bugfixing.
Changelog: -Heart shockwave now fires hearts in a ring around the player instead of all directions -Heart shockwave now scales with the player -Fixed broken heart shockwave z axis collision check -Fixed heart shockwave hitting through walls -Fixed slide getting you stuck forever on conveyor belts -Fixed hitting monitors in multiplayer causing a lua error -Fixed Rosy hijacking the end sign in multiplayer -Fixed heart shockwave not flipping in antigravity Last edited by Katmint; 04-28-2014 at 03:31 AM. |
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#53 |
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I found a bug with the peelout. If you use it and then try to slow down, you can't(for some seconds, after that it works), looks like it's still limited from the float code.
Her jump needs to be fixed so it doesn't have the same height all the time. I think I might know how to fix the whirlwind shield bug: what if you set the jump on after you used the whirlwind shield ? The jump from the whirlwind shield can't hurt enemies, so there should be no difference in that. |
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#54 |
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Minor bugfix update. The slide bug I found was annoying enough to warrant a quick fix.
Changelog: -Fixed slide locking your controls after hitting a spring -Fixed peelout speed not scaling -Elemental shield fire trail is now triggered by the peelout |
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#55 | |
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One suggestion: In the advance games, if Amy used her hammer on a spring, the spring would send her twice as high. Would that be something you'd consider implementing?
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#56 |
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I know, too many updates, but this one is worth it because I finally got around to fixing her jump.
Changelog: -Fixed jump height not adjusting based on length of button press -Fixed hammer drill not popping monitors -Fixed and enabled whirlwind shield (the basic shield special ability still exists) -Removed midair spin key to turn super as the normal method now works -Changed skin name to Amy because it actually isn't used by any other released character Last edited by Katmint; 04-29-2014 at 06:26 AM. |
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#57 |
Excelsior
Judge
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This is so much better now. If only all designers were as quick and effective as you in fixing the flaws in their creations. In her current state, I could truthfully say that Rosy is easily the most fun character in srb2. In 2.0.6, I usually played as hinote, because I liked her quick maneuverability which made her less grounded than sonic, but not as slow and boring as tails. This definitely tops that.
The only real issue still remaining was the static jump height, and since you may have released the fix for that by the time I finish this post, I guess that's a non-issue. See, here's the thing. When I play SRB2, I'm not so concerned about a "balanced" character as much as I am about a fun character. Even as Sonic, no level is going to be particularly hard, and if it is it's usually due to cheap obstacles or bad platforming. What I'm more concerned with is the thrill of exploration. The thrill of looking up, seeing something, and thinking "I wonder if I could get up there...". Rosy is just bristling with physics based tools to help me do so, whereas a character like sonic is a lot less friendly to that. For example, look at this fun I had playing with hammer drill in THZ1: ![]() I had always wondered what was down in that pit. One of the first things I did was to take Rosy into GFZ2, and see if I could reach the hidden cave. I was able to reach the area below it thanks to hammer jump's reaction with SRB2 water physics (which is completely okay by me I may add, because we grow to expect things like this in SRB2 and look for interesting ways to use them). I pounded myself out of the waterfall above the valley and flew all the way over to the ledge below it. unfortunately because of its position, I couldn't get enough speed for the charged hammer jump which I would have needed to reach it. But a simple skin change to tails got me up there, where I changed back to rosy so I could take out all the boxes with the hammer hearts. What a loud pop that made. One of the oddest physics quirks is how Rosy's peelout fixes her direction of momentum to whatever way she is facing, which can have some odd results when used before sets of springs. But that's okay with me. Overall 10/10 would use again probably will never use sonic or tails or knuckles again unless I have to. I'm kinda curious to see how she plays in match. |
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#58 | |
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Quote:
![]() I'm curious to see just how many shortcuts she can take because of this. |
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#59 |
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I think one of the released characters already uses amy and amyrose as name. She crashes if you use her with Metal Sonic and Metal Anyone, probably a bug with this character.
Did the peelout get fixed, so that it launches you at a speed instead of keeping the top speed for some seconds ? |
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#60 |
I do things sometimes
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Based on what I've read, I think the game crashes if you use too much Lua. There probably isn't an easy solution to Amy crashing with other Lua characters in play.
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#61 | |
That guy that ports
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Quote:
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