- What permissions do you give others to modify and/or maintain your submission?
- Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
E-102 Gamma's gone rogue, and wants revenge on Dr. Eggman. Let's help them free their imprisoned animal friends!
Hold *Spin* to aim your laser. Move the laser over objects to lock onto them. Release *Spin* to unleash a barrage of missiles at them.
Gamma is always under threat of the time limit. Destroy enemies to receive extra time. You will get even more time and bonus points for destroying more enemies in a single attack. Time limits are already set for all of the base game stages, but there's a relatively decent algorithm to calculate a fair time limit for custom stages that don't set their own time limit.
Press *Jump* while mid-air to get an upwards boost. Continue holding it to hover down slowly. You can re-press at any time to continue hovering.
Gamma is a bit slower than other characters by default. Hold in a direction for enough time to activate their wheels and move a bit faster, climb slopes easier, and gain speed going down slopes.
Hold Jump while near or touching liquid to float upwards. Once reaching the surface, they'll float directly above the surface of the liquid.
Gamma is pretty heavy, and can destroy floors by simply jumping onto them.
In Cooperative mode, you can target other players to buff their next jump -- the Coop Jump. Additionally, other players can return the favor by helping you get extra time.
In Record Attack mode, the time limit is disabled. Destroying enemies & getting large combos will instead freeze your current time for a short while.
Gamma doesn't have a Super form, so getting all seven Chaos Emeralds will instead give them a gun upgrade. Their missiles will create large explosions, cleaning up any missed targets. Additionally, it lets you perform the Coop Jump on yourself by touching your own explosion.
Gamma has specific support for Kart Krew's Smart Tether. If you're on a team with a Gamma player, you will share a time limit with them, but in return you get even more time from enemies, per player on the team.
I have a page on my wiki namespace documenting all of the features that come with Gamma: https://wiki.srb2.org/wiki/User:TehRealSalt/Gamma
That's me. I put together the whole thing, handled the polish aspect (combos, visual effects, destructible objects), handled the new altered gameplay ideas (flight mode, jet booster's double jump, coop abilities), probably anything else you can think of that is not listed below.
The original author. Made a lot of the original gameplay loop scripts (attacks, drive mode, jet booster hover), as well as the remake of the HUD timer that was designed for countdowns.
Helped me with Blender and with Gamma's pre-render model materials, so that I could make the final pre-renders look great and in SRB2-style.
Best bud, helped with a LOT of testing, as well as making their own great in-game 3D model for OpenGL as usual.
I stole some of his sounds for an easter egg as a cheeky Snap the Sentinel reference. He doesn't know I'm putting him on here.
None of their work made it to the final version, but they were originally helping me with sprites, before I decided that it was too much work for any one person to handle and to use pre-renders instead. I still appreciate what they did do, though!
Came to me near end of development and offered to donate new flicky sprites made specifically for Gamma. I couldn't get them in for v1.0, but was happy to do a patch for them.
- There is an issue with Gamma bumping into half-pipes instead of going up them naturally. This is an engine bug with any character with too large of a radius. I have already fixed this here, it's simply up to STJr to decide if/when to include it in a patch: https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2013
- There is some weirdness with how Gamma's head acts during their idle animation in Automatic playstyle. Coding to handle Automatic style feels like a maze sometimes so I didn't feel like going down this rabbit hole yet.
This project started off as a neat curiosity and what I thought might just be a quick challenge to get a character out more efficiently than my last one... but it ended up being it's own beast as I got carried away and wanted to put more touches, fun details, more polish, etc. A lot of my time was spent on very crappy pre-renders that I thought I was going to manually clean up, before I realized that I just don't have time for that. I eventually got help making very pretty 16-angle pre-renders which fit the SRB2-style pretty well. There will probably be a few people a little sad that I didn't make 500+ manually shaded limb sprites, but frankly it'd be a huge waste of time & sanity, and I think I ended up liking how it came out overall nicer than anything I could've drawn myself.