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Silver The Hedgehog - 4.1 Details »»
Silver The Hedgehog - 4.1
Version: 4.1, by "Lat'" (AAAAAAAAAAAAAAAAAAA) "Lat'" is offline
Developer Last Online: Dec 2017

Category: Version: SRB2 Rating: (15 votes - 4.67 average)
Released: 04-27-2016 Last Update: 07-04-2017 Installs: 15
Characters Scripts Sprites/Graphics

Nope, you're not dreaming, this one here is not a joke, it's the true and real Silver we've all been waiting for!



So, Silver is as fast as Tails, jumps higher, but cannot damage enemies by jumping on them. But don't worry, he has a bunch of abilities to make up for this!

Most of Silver's abilities require Psy Energy. You can see how much Psy Energy you have under your Rings HUD, in a little blue bar. It is consumed by most of them, it won't refill by itself, you'll have to collect Rings or use PsyCharge (see below in ABILITIES). Some abilities cannot be used if you have less than a fifth of your gauge. It will flash red to indicate you this fact.

Spoiler: Abilities!

Float
Silver can float if you hold jump after using your double jump ability. Nothing too special. It slowly depletes your Psy energy. You are vulnerable while using it, so be careful.

Psycho Boost
While floating, press Spin with more than a fifth of your gauge to enter in Psycho Boost mode! From there, you do not have to hold forward to advance or spin to keep using it. Press forward or backwards to go up and down. Let go the jump button to cancel it. You can start floating again afterwards if you still have Psy Energy. You can hurt enemies and bosses if you touch them during the Boost. Be careful though, it drains Psy Energy a lot faster! You can also destroy breakable walls while using it.

Telekinesis
Telekinesis went through a lot of changes in the latest version, but has never been more effective and easy to use!

All nearby Telekinesis targets have a little blue cross drawn around them, if you press Fire Ring or Fire Normal, up to 4 objects highlighted will be picked up. They will follow you around.
Be aware that for each object you pick up, you will lose a fifth of your Psy Energy.
You can select what object to interact with thanks to the new fancy HUD by using the Match Weapon selection buttons.
Nearby targets you can throw objects on will also have a blue cross on them, just press Fire Ring again to throw the object(s) automatically on the target(s), or throw them where YOU want by using the Fire Normal button instead, use the 3rd person aiming reticle to your advantage, it can be of great help sometimes.
Do remember that getting hurt will make you drop every object you were holding.
You can also press TOSS FLAG to drop any currently held object.
Throwing objects does not cost any Psy Energy.

Also do do note that in Co-Op, players holding TOSS FLAG can be picked up and thrown by Silver.

Psycho Charge

Hold down Spin while standing still to use this ability;
it will refill your Psy Energy, or overcharge it into a burst of energy that knocks every enemy away when you let go off Spin if it was already full. This ability also allows Silver to use Spin activated Platforms, and gives him his Spin height, allowing him to fit through tight spaces.

Slide

Silver can Slide if you run and hit the Spin button. Useful to go under tight spaces. If you slide down a steep enough slope, Silver may gather enough speed to start spinning instead!

Match

Silver cannot make use of any of the weapon rings in RingSlinger gametypes! Instead, he has to make use of his Telekinesis to throw players on walls a-la Sonic 06, or to use his RingSlinger-only ability, Psycho Cut!
Which can be selected with Match Weapon Selection buttons when you are not using Telekinesis. The projectile thrown goes through players and solid objects while still damaging them. You can throw a vertical slice instead of a horizontal one if you press Fire Normal instead of Fire Ring. Do note that these cost Psy Energy, so use them wisely!


MATCH/TAG/CTF/whatever TIPS

AS SILVER

If you are playing as Silver in match, it's generally useless to rush at players who already have seen you from afar, try instead grabbing monitors and ambushing players in tight spaces where they have no chance of escaping them. Grabbing players is generally a double edged sword as they can shoot back at you to free themselves really easily, you can however still use the level geometry to your advantage when grabbing a player to protect yourself from their shots. Keep in mind that only walls will damage players, it's useless to aim the ground or the ceiling, throwing them in any damaging sector / death pit will however award you points. Mind that it is also possible to use players as projectiles against other players.
Be careful of areas with a lot of items scattered around as it may cause you to lose more Psy Energy than intended.

While you do have the ability to Psycho Boost at any time, you should keep it only to escape or access safe areas, as its energy consumption will most likely be your downfall in a fight.

Do remember that you also have Psycho Cut as self defense if you are to be grabbed by another Silver or ever find yourself in a situation where objects are inaccessible and that there are no openings to grab players, they are also extremely useful in cluttered spaces as they go through players, and thus can damage more than one in a single throw.


Finally, keep in mind that your Psy Energy is really limited, you WILL have to back up to find Rings or hide to use PsyCharge safely and recharge it quite often. It's a good idea to use Ring monitors as weapons as they will be able to refill more than what you used to throw them if they land.

AGAINST SILVER

If you are to play against Silver, keep in mind that he cannot do a whole lot to you for as long as you stay outside of his grab range, he will be forced to either back away or to get closer to you by using his abilities, which will leave him without any psy energy to fight you once he reaches up close.
Silver can grab your weapon rings if you're not careful, but cannot protect himself from an endless stream of them, automatics and regular red rings are very effective against him from afar in a constant stream.

Avoid cluttered areas when you know there are Silver players as you will be helpless against any ambush unless you had already anticipated it.

If a Silver player picks you up, you only have approximatively one second to react and hit Silver with any sort of weapon to not get hit yourself or hope he gets hit by anything else. Keep in mind Telekinesis will always move you in front of Silver. Scatter, Grenades and Bomb Rings are extremely effective to break free.

Be aware however that Silver players throw monitors around, and thus, change their position, you will have to adapt to these changes whenever you need to find a power up for yourself. It's a good idea to go pop monitors here and here at the start of a round to force Silver players to resort to their Psycho Cut or easily counter-able Player telekinesis to get an easy upper hand on them



Spoiler: Command Help

COMMAND HELP
Don't forget to actually make use of the commands to your liking;
'locksound' may quickly get annoying in SinglePlayer with the amount of targets and you may want to disable it.
'aimcross' isn't always precise and if you think it might as well not be here, then be it, disable it.
'telekinesistext' displays once telekinesis has picked you up in ringslinger, while helpful it can also be kind of intrusive to certain people, in that case, disable it.
silvervoice I don't know why would you play with this your madman.

All of those commands are saved into config.cfg so you don't have to reinput them each time.


Silver also has a Super Form he can use in Single Player, which negates all Psy Energy cost mentionned in the spoiler above.

I hope you will have as much fun playing it than I had making it

Special Thanks
Speedwagon for the char select and end-of-level sign sprites
STCPhoton for the sliding sprites
Snow for online testing and help with sprites
MotorRoach for testing, advices and fixing the character select pic
Wolfy for the original slide script.
LJ Sonik, Monster Iestyn, toaster, JTE and Inuyasha for a lot of help with the Lua, dumb scripter I am! :)
A good chunk of the Discord Chats I sent the WAD to to get error reports.

All of those who supported me while I was making this. Thank you, I love you all!

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File Type: rar Silver_41.rar (416.9 KB, 4046 views)

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Comments
Old 04-30-2016   #42
Monster Iestyn
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Lua is known to lag the game a bit anyway IIRC, even if you loaded a blank Lua script.
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Old 04-30-2016   #43
Zwip-Zwap Zapony
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Quote:
Originally Posted by Monster Iestyn View Post
Lua is known to lag the game a bit anyway IIRC, even if you loaded a blank Lua script.
I know, but when adding Jasper, Shadow, and Metal Sonic at once, even playing as them and using their abilities, Neo Aerial Garden remains at a constant 35 frames/tics per second for me all the way through, while just adding Silver and not even playing as him drops it down to 10-12 (Edit: Actually still 35 in the normal 2.1.14, false alarm). That's... a pretty big impact.

Last edited by Zwip-Zwap Zapony; 04-30-2016 at 01:44 PM.
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Old 04-30-2016   #44
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Alright, here is another update for Silver, the biggest yet. I hope it suffices to fix the issues in Multiplayer and all.

1.0.3 changes include...
*Added a half second delay between picking and throwing objects and the reverse.
*Slide has been dramatically buffed and no longer acts weird in 2D mode.
*Enemies thrown by Telekinesis no longer get stuck forever after a non-lethal throw
*Due to me not knowing the reason of the issue (yet?), 1-UP monitors cannot be picked up anymore.
*Telekinesis no longer changes the angle of SDURFs, turrets and other objects needing angle to work properly. SDURFs will be killed if they are thrown, even on the floor either way.
*Telekinesis cannot directly grab Egg Guards anymore. But it can destroy the shield by simply picking it up.
*Added another bunch of other validity checks, which I hope will fix most Hook break issues.
*Other things I might have forgotten to mention.


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Originally Posted by Murilo View Post
I don't want him to say It's No Use when going super. That doesn't fit on the sound on my opinion.
Voices should be in 2.2

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Originally Posted by Zwip-Zwap Zapony View Post
...Is there any point in having so many different ThinkFrame hooks? Like, if I play Neo Aerial Garden as Sonic (or Tails or Knuckles, or even the custom Jasper, Shadow or Metal Sonic, with all those characters being added at the same time), I get a constant 35 frames/tics per second through the entire level.

If I then add Silver, even after rebooting the game and the first thing I do being adding Silver and entering Neo Aerial Garden (as Sonic), that drops to 10-12, and I think the reason might be related to the extreme amount of ThinkFrame hooks, considering how huge the level is. (And I was looking forward to playing Neo Aerial Garden as Silver. At least the Aerial Garden Zone in the Mystic Realm is still fine with Silver.)
Well, I do realize Silver uses a lot of ThinkFrame Hooks, even then, these are only using players.iterate, so it doubt it even can be a cause? And I never got a single FPS drop on my end. Only things that could cause FPS drops are eventually telekinesis hooks which sometime use thinkers.iterate, then again, it's only for a frame.

This or you're playing on a potato disguised as a calculator. I have no clue. Because everyone I asked had no problem with Silver and NAGZ.

Spoiler:
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Old 04-30-2016   #45
Zwip-Zwap Zapony
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...Well, I guess I am playing on a calculator which is actually a potato, judging by this GfyCat link: https://gfycat.com/GreedyParchedBluebottlejellyfish (And no, it's not less laggy if I add Silver before entering the level.)
Edit: But don't worry, I do get a solid 35 frames/tics per second on every level besides Neo Aerial Garden and Azure Temple (and the latter does have better performance for me than NAGZ), and in the levels where I can play as Silver with good performance, he is a lot of fun to play as in my opinion.
Edit 2: Oh, oh, wait, hold on, false alarm actually. I tried running the vanilla 2.1.14 instead of the I-think-latest version of the "gl-slopes" branch of the game. In vanilla 2.1.14, it's still going at 35 frames/tics per second even when playing as Silver and using his abilities in Neo Aerial Garden. I have no idea what's wrong, but I guess something has been changed since 2.1.14. My bad.

Last edited by Zwip-Zwap Zapony; 04-30-2016 at 01:42 PM.
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Old 04-30-2016   #46
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Zwip, I was able to reproduce your problem and fixed it. Lat'll upload a new version at some point in the near future.
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Old 04-30-2016   #47
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I am so happy with this wad.

The sprites are slick, and fun to look at. The running animation is SO GOOD IMO, I spend most of my time running around. The other part of my time is spent flying around with Psycho Boost (Which sounds amazing btw). This is really good. My only issue would be the awkward way I can slide. I don't really understand why you didn't simply use a Custom button. Having to run around to be able to skid, then press spin, is kinda hard to pull off.

Especially when it's kinda needed for certain bosses. Said certain boss is Metal Sonic. I played through all the Single Player campaign only to be stopped by Metal Sonic, who i couldn't beat at all. Spin jumping in that arena is next to impossible (At least for me), meaning the only way I could hurt him was with Psycho Boost and well, it involved me ramming my face into electricty or death pits.

Other than my rage inducing battle with Metal Sonic, this wad is extremely good. Oh, and Telekinesis is pretty fun too. Really good work here, Lat.

EDIT: I played again with the update, and the slide is a bit better. I'll try it again.
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Last edited by Zero_the_artificial; 04-30-2016 at 06:15 PM.
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Old 04-30-2016   #48
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Something I noticed is that Silver doesn't regenerate PSY ENERGY if he jumps off the ground but he's still able to if he hits a spring. I think I somewhat understand the implications of this but it forces the player to try very hard not to jump until they have enough PSY ENERGY to mess around with, and in a platform game the last thing you want to prevent the player from doing is jumping. I haven't given it a whole lot of thought but is it possible to get him to regenerate during a jump (but not after usage of an ability) or would it cause something to break in terms of balancing?
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Old 04-30-2016   #49
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Originally Posted by Jasper View Post
Something I noticed is that Silver doesn't regenerate PSY ENERGY if he jumps off the ground but he's still able to if he hits a spring. I think I somewhat understand the implications of this but it forces the player to try very hard not to jump until they have enough PSY ENERGY to mess around with, and in a platform game the last thing you want to prevent the player from doing is jumping. I haven't given it a whole lot of thought but is it possible to get him to regenerate during a jump (but not after usage of an ability) or would it cause something to break in terms of balancing?
I agree with this. Either let the energy continue regenerating while he's jumping as long as he hasn't used an ability, or make it regenerate much faster on the ground.
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Old 04-30-2016   #50
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Personally, I feel like the psy energy regeneration is pretty fine as it is. However it would also be okay by me if it starts regenerating after a half second of not using psy energy, regardless of whether one is in the air or on the ground (instead of instantly starting to regenerate as soon as one touches ground), though probably regenerating a little faster on the ground than in the air.
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Old 04-30-2016   #51
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I'm not sure if this is a bug or not, but in the most recent patch Silver is unable to use weapon panels.
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Old 04-30-2016   #52
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
Personally, I feel like the psy energy regeneration is pretty fine as it is. However it would also be okay by me if it starts regenerating after a half second of not using psy energy, regardless of whether one is in the air or on the ground (instead of instantly starting to regenerate as soon as one touches ground), though probably regenerating a little faster on the ground than in the air.
This actually plays pretty good this way. Kept in for the 1.1 patch.

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I'm not sure if this is a bug or not, but in the most recent patch Silver is unable to use weapon panels.
Intentionnal, Silver already has Telekinesis shenanigans to get score and all in Match. However, you can still use Infinity Rings.
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Old 05-01-2016   #53
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Default V1.1 patch

Here is yet another patch for Silver that should settle our Lua issues for good.

1.1 changes includes.
-- Huuuuge thanks to toaster, the script has been optimized and shouldn't drop as many frames anymore in levels like Neo Aerial Garden and Azure Temple.
-- Character Select artwork now looks much better, courtesy of MotorRoach.
-- Psy Energy takes half a second to start recharging again as soon as you hit the ground, but will now recharge even during a jump.
-- The speed required to perform a slide has been lowered.
-- If you get stuck in the middle of a slide, the angle lock is removed so you can get out on your own. You cannot jump and get yourself killed anymore during this as well.
-- Super Silver doesn't have the Super Tails jump anymore.
-- Super Silver now uses the slide frames instead of the pain frames when performing a slide.
-- Synching out/leaving while holding a player doesn't give errors anymore and frees the held player instead of leaving it floating. Items however, remain floating and cannot be touched anymore until the level is reseted. This cannot be fixed without laggy thinkers.iterate, sorry.
-- Fixed throwing stuff on players being completely broken in 1.0.3
-- Fixed the player's Telekinesis aura clipping to the ceiling when it hit a wall.
-- Added other numerous validity checks
-- Silver's hit messages have been moved to a HurtMsg Hook, so there won't be any "x's tagging hand hit y" message alongside Silver's anymore.
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Last edited by "Lat'"; 05-01-2016 at 09:19 AM.
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Old 05-01-2016   #54
Zwip-Zwap Zapony
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I can confirm Neo Aerial Garden is lag-free for me with Silver now. Thanks, "Lat'" and toaster.
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Old 05-01-2016   #55
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Quote:
Originally Posted by "Lat'" View Post
Items however, remain floating and cannot be touched anymore until the level is reseted. This cannot be fixed without laggy thinkers.iterate, sorry.
I'm not sure this is true. Here's a trick that I used to fix a similar problem in one of my own mods: Whenever Silver grabs an item, spawn an invisible, intangible object (I call it a 'gremlin') that has a pointer to the grabbed item (e.g. gremlin.target == item). Then, in the gremlin's MobjThinker, have it continuously check if the item is still in a grabbed state, and if the player grabbing it still exists. If the item is grabbed, but the player has left, have the gremlin return the item to its normal state, then remove itself. This way, the time it takes to check for orphaned items is proportional not to the number of thinkers, but to the number of currently grabbed objects, which is much smaller.
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Old 05-01-2016   #56
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A few things I wanted to add; grounded enemies like the Crawlas should be able to destroy one another if they slide into each other

Also, I'm still not a fan of being able to damage yourself by turning quickly and allowing the enemy you're holding to crash into you.
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Old 05-01-2016   #57
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Another bug appeared, it happened when throwing a fired weapon ring.

Code:
WARNING:LUA_SILV:1319: accessed mobj_t doesn't exist anymore, please check 'valid' before using mobj_t.
Hook removed.
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Old 05-01-2016   #58
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Okay, this new update fixed all of my problems with the Sliding mechanic and the Spinjump, and I just noticed how cool and satisfying it is to pull off.

I still get my ass kicked by Metal Sonic though

---------- Post added at 07:53 PM ---------- Previous post was at 07:22 PM ----------

So um, I was playing around in match, and threw a player into another one. And well...

Basically, the Telekinesis completely stopped working, and the run animations broke too, showing a hidden Chara, Tails and Silver Face sprites. It was creepy.
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Old 05-02-2016   #59
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That sound Silver makes when you press the jump button while you're already in the air; you're missing the second part to it. If you check SRB2 Riders you'll hear the part of the sound for when Silver runs out of energy/or let go of the jump button. It sounds weird and empty without that sound there, I don't know why.

Why doesn't Super Sonic in vanilla just use flight mechanics like Super Silver? Super Sonics flight is pretty much worthless unless you just want to float.

Last edited by MetalKnux101; 05-02-2016 at 01:01 AM.
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Old 05-02-2016   #60
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Originally Posted by MetalKnux101 View Post
Why doesn't Super Sonic in vanilla just use flight mechanics like Super Silver? Super Sonics flight is pretty much worthless unless you just want to float.
Super Sonic can't fly in SRB2. That's supposed to be a float on purpose.
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Old 05-03-2016   #61
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Hey Lat' , i got a little problem, Silver can't float after the sliding action.

Edit: Oh nvm i know why XD.
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