I've removed the custom music.
For personal reasons, I don't make or share any music anymore, and I don't want any of it online.
Thank you.

Disregard this - I overreacted :P
Might add different songs later though.

That, and I added in Frostikiin and SMS Alfredo's fix for the orange flashing in dashmode - she colorizes instead
Also disregard this - she looks better when not colorized.

Player 2 - coming soon...?
A whole lotta stuff this time!
Changes:
- Changed her character scale, both visually and gameplay-wise. Visually, shields got annoying, and honestly I kind of got her height wrong in the first place, she was slightly too big. Gameplay wise, fun fact - a tall enough character actually breaks some things (like the upside down sections in ERZ - some real janky stuff happens there)
- Updated animations again - now she's rarely ever just a static character gliding along, and her jets look cooler too
- Taunts, lesgooo
- Xmomentum support (kind of - the custom boostmode just disables all non-visual effects if Xmomentum's loaded)
- Charge hud art updated, and boost mode hud added - thanks, Pizza!
- Gave her continue icon an outline to help see it better
- Spin button abilities implemented:
1. SpinKick and Stomp
2. DriftDash
3. Speedcharge
- Backwards Aigis is now a nospin character. Someone pointed out that her being able to spindash didn't suit her, and... yeah, they're right.
- Light SRB2Persona support: I'm planning on improving on this as time goes
- New Super Ability implemented (again, not spoiling it!)
- Made all lazer shots bigger, and added cool effects to help see them better
- Also made all lazer shots faster
- Also also made charge shots go through a lot of things - prevents them from despawing immediately when shooting next to a wall
- Gave her the Mario invincibility theme because I like it
- Custom Super Music implemented
- Switched off shield abilities for now - might add something special in their place someday
- Grab the emeralds, and tell the console a secret name - after that, the fun will never end! (Pssst - no telling anyone what it is if you find it - not until a week passes!)
- Ending Constellation implemented

ToDos:
- It has occured to me that she'd probably shatter Battle Mode with all the moves she has - especially the lazers. I should probably give those a ring cost in that mode.
- Most of her moves are disabled in special stages - unfortunately, that includes MP special stages. Hopefully I'll find a way around that.
- I'm still not too sure how to deal with the "exit dashmode" sound popping up every now and then...
- Rebalancing, potentially - with all the tools she has, I'm worried that she might actually be a little overpowered now.
- At some point, as a reward for getting the emeralds, I want to add a "kart mode" - she hops in a kart and drifts around the zones! Definitely going to need help doing so.
- More taunts! If you have suggestions, let me know!
- I want to have her sprial backwards when hit, but I don't want to bloat the .pk3 size with too many sprites. Hmm...
- I won't explain why because spoilers, but Jetpack Backwards Aigis can perform an unfair amount of CCTricks. I need to fix that, but it's also really funny.
- More particle effects. Coolness!
- I was thinking of having SpinKicks reflect projectiles, but Marine already does that. I should add something else special.
- As I get better at posing, some sprites may change even more later.
Changes:
- Re-did all of her sprites for higher quality, and lower resolution (and added animations she didn't have before)
- Some addon support (Milne dance, Kirby abilities)
- Converted to .pk3 (The size difference is shocking - I'm so sorry for not doing this before)
- New boost mode inspired by her playstyle in SRB2Kart
- Charge shots now break through walls and spikes, and deal double damage

ToDos:
- Still need to add SRB2Persona and SRB2Battle support - gonna keep on adding this here until I do
- Taunts as well (along with more support for more addons)
- Charge shots sometimes don't deal double damage if you aren't aiming near the center of your target - no clue what causes this one...
- In order to get the new boost mode to work with momentum mods (and for her to flash colours when keeping up the speed), I had to add some hacky workarounds... in short, the "power down" sound when exiting vanilla dashmode will sometimes occur for a split-second under very specific circumstances - Namely, whenever going through specifically the front end of a zoom tube while boost mode is active, and when slowing down quickly enough. I'm still trying to fix this, so if that happens, expect an update.
- Even still, XMomentum specifically doesn't work with her at all... which really sucks because I actually gave her a really funny "trick failed" sprite. Perhaps a full rework of the code will be in order later down the line.
  • Cool!
Reactions: Saturn Ross
Changes:
- Got rid of groundsparks entirely. I've been told that they lag up netgames, which is fair.
- Added in the console command "hominglazers" to toggle:
- Lazers that home in on anything she's facing away from
- Some have found it annoying to miss things by a very small margin, especially on netgames, so this should help. Do note that it defaults to off, though.

ToDos:
- Still the same as last time, except maybe a command toggle for groundsparks as well
Lots of improvements! I've gotten much better at Lua, so I can really start spicing things up now.

Changes:
- Custom Lazer Sprites implemented
- Lazers are now a little faster, to prevent outspeeding them in Boost Mode
- Lazer sizes were altered - let me know if they feel off
- Charge Shot implemented, along with corresponding HUD element
- ChrispyChars Tricks implemented
- Updated Super Transform Animation (She looks a little cooler)
- Super Abilities Implemented (Not spoiling them here!)
- Groundsparks now disappear after a while instead of just sticking around until something runs into them
- Jumpshots can't occur off of springs or walking off of ledges - makes sure no random bugs occur, though I might add the ability to toggle this with a command at some point

ToDos:
- Compatibility with custom modes is still something I'd like to do, starting with SRB2Persona
- Still haven't added taunts
- Let charge shots break through walls and spikes, as well as deal extra damage to bosses and two-hit enemies
- Might change the chargeshot HUD element later - certainly isn't as good as a lot of other HUDs out there
- If you jump right next to the bottom of a ledge or cliff (right where the wall is), the groundspark appears at the top of the ledge instead of the bottom. I hope to have this fixed in a minor update.
- Again, if you know of any other bugs, please let me know. Have a nice day/night!
  • Cool!
Reactions: Saturn Ross
I'm so incredibly sorry for releasing this character in the state that I did. It was lazy and she was basically just a Sonic clone. I've spent the last while coding some new moves so she plays more uniquely. I hope you can enjoy playing as her now!

Changes:
1. Got rid of the Homing Thok
2. Added shooting ability in its place, with a shooting double jump and appropriate animations

To-Dos:
1. Get rid of the groundsparks left by lazers. Gonna be honest, that was unintentional, but I kind of like it as a "passive ability". Tell me your opinions on it, and it might stick around!
2. Compatibility with custom modes (SRB2Persona, SRB2Battle, and potentially others)
3. Taunt compatibility
4. Custom laser sprites? Maybe? Maybe.
5. If there's any other bugs anywhere (I probably missed something) then please tell me.
1. As suggested, Backwards Aigis no longer has a tiny spin trail, instead leaving afterimages.
2. Added in Special Stage sprites. I thought the game would just pull those from her Super sprites, but I thought wrong.
3. Updated her continue icon - she now has one, but it's just her HUD sprite for now (with a transparent background, of course.) Planning on changing at some point.
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