- 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!
Lock-On Laser
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.
Time Limit
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.
Jet Booster
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.
Drive Mode
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.
Flight Mode
Hold Jump while near or touching liquid to float upwards. Once reaching the surface, they'll float directly above the surface of the liquid.
Smash Landing
Gamma is pretty heavy, and can destroy floors by simply jumping onto them.
Cooperative
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.
Record Attack
In Record Attack mode, the time limit is disabled. Destroying enemies & getting large combos will instead freeze your current time for a short while.
Laser Blaster
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.
Smart Tether
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.
Gamma comes with customizability in mind. Want to map around Gamma? There's a bomb object to give him walls only they can break, and a map header setting for their time limit. Want to give your custom enemy or decoration special behavior against the homing missiles? There's a custom hook system for easily creating new object behavior.
I have a page on my wiki namespace documenting all of the extra mod features that come with Gamma: https://wiki.srb2.org/wiki/User:TehRealSalt/Gamma
I have a page on my wiki namespace documenting all of the extra mod features that come with Gamma: https://wiki.srb2.org/wiki/User:TehRealSalt/Gamma
TehRealSalt
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.
Rem
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.
Chengi
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.
Jeck Jims
Best bud, helped with a LOT of testing, as well as making their own great in-game 3D model for OpenGL as usual.
SeventhSentinel
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.
lightdasher
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!
MotorRoach
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.
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.
Rem
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.
Chengi
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.
Jeck Jims
Best bud, helped with a LOT of testing, as well as making their own great in-game 3D model for OpenGL as usual.
SeventhSentinel
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.
lightdasher
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!
MotorRoach
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 some weirdness with how Gamma's head acts during their idle animation in Automatic playstyle. I really dislike programming for Automatic mode so doubt I'll ever get around to fixing this one.
- There is a minor vertical camera jitter when switching between Flight Mode and Drive Mode. As far as I can tell, the camera does not properly respect the PlayerHeight hook, so I don't think this one's my fault. It's extremely hard to fix from the Lua script perspective, and it's so subtle that I don't think anyone has actually pointed it out, so I'll let the base game fix this one.
I started on Gamma after conceptualizing ideas on making a character out of multiple parts, to try and reduce the amount of work from the typical custom character. When I was thinking of characters that might fit well with that kind of system, I thought about Gamma's automatic animation from Sonic Adventure, and how Gamma would be pretty much impossible to do well in SRB2 without. After that I got carried away thinking about how I would program it, and eventually got in contact with Rem over their own attempts to make a Gamma character, and the rest is history.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.