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Silver The Hedgehog - Release 3.0 Details »»
Silver The Hedgehog - Release 3.0
Version: 3.0.1, by "Lat'" (Une brillante idée...) "Lat'" is offline
Developer Last Online: May 2017

Category: Version: SRB2 Rating: (15 votes - 4.67 average)
Released: 04-27-2016 Last Update: 02-13-2017 Installs: 14
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, but will be refilled if you do not use them and stand on the ground. 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.
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.

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

Psycho Charge

Hold down Spin while standing still to use this ability;
it will refill your Psy Energy faster twice as fast, 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!


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_30.rar (333.3 KB, 3114 views)

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Old 05-03-2016   #62
thejoginghedge
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Quote:
Originally Posted by Zero_the_artificial View Post
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.
I found more sprites relating to chara. Im not gonna tell them, nor post them though.
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Old 05-04-2016   #63
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Where's the Skid button? o-o
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Old 05-04-2016   #64
Xkower8181
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Originally Posted by MarioBlue View Post
Where's the Skid button? o-o
well you skid by going into some direction but in middle in moving you move in oposing direction and then you skid.
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Old 05-04-2016   #65
Rumia1
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Oh by the way, Telekinesis is extremely buggy in 2d mode.


I used the 2.0 version of scr_1-1 for this and found that unless I was standing right on top of the other player, I was unable to pick them up. After throwing them on the ground and they died to a goomba, they stuck to the floor rather than falling through it.

The other test I did was done using medpack's Splash Hill and the telekinesis flat out doesn't work and in both levels the slide doesn't work period, though I'm pretty sure this is due to the speed reduction effect for 2d mode levels.
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Old 05-04-2016   #66
Zwip-Zwap Zapony
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Quote:
Originally Posted by MarioBlue View Post
Where's the Skid button? o-o
You don't even need to skid, though. Just hold Spin and move backwards, then you'll slide. (I consider this a bug, and should've reported it when I first found it.) Though it's more effective to go forwards, then hold Spin while pressing backwards.
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Old 05-04-2016   #67
Zero_the_artificial
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So I want to talk about how amazing the Slide is

Also it is able to change directions while doing a... Stair-Slide...?


Real talk now, I was just playing around with the Slide on Emerald Islands and found this lil' glitch. I literally spent minutes there doing it over, and over and over again.
Even though this is hilarious, I think these should be looked up.
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Old 05-05-2016   #68
Fres
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Quote:
Originally Posted by Zero_the_artificial View Post
That stair slide sort of reminds me of the backwards long jump glitch from Super Mario 64/DS. (Coincidentally, these both involve stairs.

Spoiler: Gif I found in 10 secs


But yeah, I agree this should be looked into.
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Old 05-05-2016   #69
STHE123O
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Amazing as expected! the abilities are really fun and the sprites are just perfect. Love the run animations. You are one of the best at making characters on the MB!
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Old 05-05-2016   #70
Zero_the_artificial
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Quote:
Originally Posted by Fres View Post
That stair slide sort of reminds me of the backwards long jump glitch from Super Mario 64/DS. (Coincidentally, these both involve stairs.

Spoiler: Gif I found in 10 secs


But yeah, I agree this should be looked into.
Okay you win, that was much better. Maybe this was intentional? Now we need a Speedrun Glitch with Silver.

I think that the issue comes from the Slide itself being technically a boost in disguise, you can even walk backwards while holding spin and see the magic happen. This is really fun to do though, and as Silver, you're most likely on the air than on the ground. Though sliding and jumping in succession like a total badass is way too fun.

...Then I fall into a pit because I forgot you can't use Telekinesis while being a spinball.
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Old 05-05-2016   #71
Octavio The HedgeFox
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Wow, Lat'. You make the best .wads ever! also, i just registered now. 05/05/16. my first comment! :D
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Old 05-05-2016   #72
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I want to try this so bad but unfortunately this came out right when I moved to another state with no computer. From what I read it seems really cool character wad there.
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Old 05-05-2016   #73
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I found something, that isn't necessarily a glitch, but could potentially be one?

To find it, walk up to a ledge. Yeah.
I don't think it causes any glitches gameplay wise, but it is somewhat interesting graphically.
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Old 05-05-2016   #74
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Quote:
Originally Posted by Nomekop View Post
I found something, that isn't necessarily a glitch, but could potentially be one?

To find it, walk up to a ledge. Yeah.
I don't think it causes any glitches gameplay wise, but it is somewhat interesting graphically.
Intentional. When silver is on the ledge, he keeps himself up through telekinesis.


Spoiler:
this still rustles me
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Old 05-06-2016   #75
CobaltBW
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* Enemies can get too close to Silver while held by telekinesis, which harms him. Most commonly happens when enemies are grabbed at close range, or the player turns 180 degrees with mouse controls. You need to add a check that prevents held objects from coming within a certain distance of Silver.
* Telekinesis will not grab certain enemies, like snailer and jettisyn
* Slide will execute any time Silver is moving backward. This results in me sliding a lot of times when I don't want to, due to the fact that I am backpedalling while trying to grab enemy fire.
* Silver's death scream just isn't doing it for me.

The rest is good. Psycho boost is a pretty neat ability, and the spritework is terrific. I am a little disappointed that I can't grab things while in midair, and the slide mechanics are more obnoxious than helpful in their current form.
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Old 05-06-2016   #76
Zwip-Zwap Zapony
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Quote:
Originally Posted by Speedwagon View Post
Intentional. When silver is on the ledge, he keeps himself up through telekinesis.
Yes, but some times (not nearly every time, just occasionally) he keeps levitating when walking back onto ground and walking/running around. I've experienced this multiple times.
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Old 05-06-2016   #77
"Lat'"
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Quote:
Originally Posted by Rumia1 View Post
Oh by the way, Telekinesis is extremely buggy in 2d mode.


I used the 2.0 version of scr_1-1 for this and found that unless I was standing right on top of the other player, I was unable to pick them up. After throwing them on the ground and they died to a goomba, they stuck to the floor rather than falling through it.

The other test I did was done using medpack's Splash Hill and the telekinesis flat out doesn't work and in both levels the slide doesn't work period, though I'm pretty sure this is due to the speed reduction effect for 2d mode levels.
I actually looked into the script to attempt to fix it, but I have absolutely no idea what even goes wrong with 2D. On the bright side, not many levels use it.

Quote:
Originally Posted by Zero_the_artificial View Post
So I want to talk about how amazing the Slide is
-stairslide gif-
Real talk now, I was just playing around with the Slide on Emerald Islands and found this lil' glitch. I literally spent minutes there doing it over, and over and over again.
Even though this is hilarious, I think these should be looked up.
For some reasons the game was considering the speed was too low when clipping up a small floor. Is fixed for the next patch.

Quote:
Originally Posted by CobaltBW View Post
* Enemies can get too close to Silver while held by telekinesis, which harms him. Most commonly happens when enemies are grabbed at close range, or the player turns 180 degrees with mouse controls. You need to add a check that prevents held objects from coming within a certain distance of Silver.
The first thing was already added for the next release, items will float at a minimal distance of 320*FRACUNIT. However, I can't do much for the 180 degrees turn with how it's handled so far. Besides, it kinda is your responsibility if you hold a harmful thing with Telekinesis to make sure it doesn't go in your way, they're still enemies, after all.

Quote:
* Telekinesis will not grab certain enemies, like snailer and jettisyn
Quote:
Originally Posted by "Lat'" View Post
-Flying enemies can not be picked up anymore due to their inability of being thrown
Intentionnal, the way wall collision check is handled made flying enemies be instantly killed upon thrown, since their thrust was overwriting the throw's.
I'll try to make it work for further releases, even though this isn't any of the priority right now :S

Quote:
* Slide will execute any time Silver is moving backward. This results in me sliding a lot of times when I don't want to, due to the fact that I am backpedalling while trying to grab enemy fire.
Fixed for next patch.

Quote:
* Silver's death scream just isn't doing it for me.
But it just has a 2% chance of playing :c

Quote:
I am a little disappointed that I can't grab things while in midair
At the time I made Telekinesis, you could still jump on enemies, so I wanted some sorta balance. But now, I think it's time to remove the PF_JUMPED flag check from the Telekinesis requirements. :P

Quote:
and the slide mechanics are more obnoxious than helpful in their current form.
The backwards slide must've been a pain to deal with in the situations you were in, I assume. Besides, Slide's main purpose is going under things, it's not meant to be useful outside of that.

Oh, by the way, next update isn't only about fixes.

Spoiler: Sprite

I would actually like to know if you guys preferred for me to let Super Silver use spinjump default or make him use these frames now that I'm making them.
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Old 05-06-2016   #78
Zwip-Zwap Zapony
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Originally Posted by "Lat'" View Post
-Image- I would actually like to know if you guys preferred for me to let Super Silver use spinjump default or make him use these frames now that I'm making them.
Non-Super Silver doesn't spin-jump by default. Why should Super Silver? (The sprite looks nice so far, by the way.)
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Old 05-06-2016   #79
CobaltBW
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Quote:
Originally Posted by "Lat'" View Post
However, I can't do much for the 180 degrees turn with how it's handled so far. Besides, it kinda is your responsibility if you hold a harmful thing with Telekinesis to make sure it doesn't go in your way, they're still enemies, after all.
If it's beyond your control, fair enough. I think I should point out that "it's your responsibility" borders along "it's a feature, not a bug" as an excuse for bad design. Intuitively, enemies under telekinesis should be neutralized, not dangerous.

Quote:
Intentionnal, the way wall collision check is handled made flying enemies be instantly killed upon thrown, since their thrust was overwriting the throw's.
I'll try to make it work for further releases, even though this isn't any of the priority right now :S
Ah, that sucks. Maybe you could make telekinesis replace them with dummy objects as kind of a shortcut around the issue.


Quote:
But it just has a 2% chance of playing :c
Yeah, somehow I heard it the very first time I died playing the game, so that may have affected my bias. lol



Quote:
The backwards slide must've been a pain to deal with in the situations you were in, I assume. Besides, Slide's main purpose is going under things, it's not meant to be useful outside of that.
Yeah, I figured backpedal into slide wasn't intentional. Try going up against someone like Brak, who has a lot of projectiles and requires some circlestrafing, and that will kind of give you an idea of where it becomes intrusive.
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Old 05-06-2016   #80
Zero_the_artificial
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Quote:
Originally Posted by "Lat'" View Post
Oh, by the way, next update isn't only about fixes.

Spoiler: Sprite

I would actually like to know if you guys preferred for me to let Super Silver use spinjump default or make him use these frames now that I'm making them.
Yes, do make the sprites. Can you also make Sliding sprites for him? It's kinda awkward to slide with Super Silver's upward quills turning downward quills... A nitpick, but it's kind of annoying imo.
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Old 05-07-2016   #81
"Lat'"
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So, with some hacky way that sets flying enemies into a dummy state that uses the power of Lua to retrieve the good sprite and frame, you will be able to do this!



1.1.1 (or as I like to call it, 1.1.65536) will hopefully (don't count on it) be the last patch, some friends and I are often running beta tests to have the maximum error output possible so I can adapt the Lua to it. It may take some time, but I'm really doing my best with the little of motivation I have left for this when I'm not eating chocolate instead of doing something relevant.
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