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Amy (rosy.wad)
Version: amys, by Katmint Katmint is offline
Developer Last Online: Mar 2017

Category: Version: SRB2 Rating: (10 votes - 4.70 average)
Released: 04-25-2014 Last Update: 08-07-2014 Installs: 12
Characters Scripts

Based off sprites originally made by Chrispy, this version of Rosy has lua abilities loosely based on her gameplay in some of the official games.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
spin (standing or walking): hammer attack
spin (running): hammer leap
spin or jump in air: hammer air attack
custom1+jump: hammer jump
custom1+spin (on ground): slide
custom1+spin (in air): hammer drop

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File Type: zip rosy.zip (460.4 KB, 3452 views)

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Comments
Old 04-27-2014   #42
Katmint
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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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Old 04-27-2014   #43
CobaltBW
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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
Walking hammer jump:
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
Running hammer jump:
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.
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Last edited by CobaltBW; 04-27-2014 at 07:08 PM.
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Old 04-27-2014   #44
Monster Iestyn
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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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Old 04-27-2014   #45
CobaltBW
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are you sure about that

I've tested the code and it works fine
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Old 04-27-2014   #46
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...must be the indentation confusing me then.
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Old 04-27-2014   #47
CobaltBW
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yeah, I've got three if cases here and they're all closed
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Old 04-27-2014   #48
Katmint
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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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Old 04-27-2014   #49
CobaltBW
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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.
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Last edited by CobaltBW; 04-27-2014 at 09:03 PM.
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Old 04-27-2014   #50
Streakster "Kiba"
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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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Old 04-27-2014   #51
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Quote:
Originally Posted by Streakster "Kiba" View Post
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!
I'd like to see Fang, and maybe Ray.
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Old 04-28-2014   #52
Katmint
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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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Old 04-28-2014   #53
r543
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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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Old 04-28-2014   #54
Katmint
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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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Old 04-28-2014   #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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Old 04-29-2014   #56
Katmint
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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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Old 04-29-2014   #57
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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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Old 04-29-2014   #58
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Quote:
Originally Posted by Charybdizs View Post
One of the first things I did was to take Rosy into GFZ2, and see if I could reach the hidden cave. [etc] 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.

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.
Due to the way Rosy's peelout works by locking momentum to her angle, she can use her charged hammer jump even in the tightest of spaces if you're careful not to hit the wall:



I'm curious to see just how many shortcuts she can take because of this.
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Old 04-29-2014   #59
r543
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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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Old 04-29-2014   #60
CobaltBW
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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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Old 04-29-2014   #61
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Quote:
Originally Posted by r543 View Post
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 ?
This bug also happens with Greeneyes, The bug's probably there because her lua might be interfering with the other character's lua and button commands.
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