Gemma & Blake - IwaflorChars

Gemma & Blake - IwaflorChars v1/Gemma BM v3.0.3

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After 4-ish years of development hell, shown off around social media alot, being a racer in both SRB2Kart v1.x and Dr. Robotnik Eggman's Ring Racers Rush, teased in the custom exit screen, a poorly made April Fools joke of mine, as well as Silverhorn's good ending graphic, Gemma's totally not eventual boyfriend best pal is finally here, for real this time!

Blake the Tamaraw rises out of the shadows to join his (totally not) crush long time pal in following the Blue Blur's trail, with a moveset that brings out the darkness onto diabolical foes. For more information, check out the Overview tab.

Other Changes + Additions
- Some of Gemma's sprites got minor alterations, again
- Gemma's hug code has been updated to take account of EveryoneHugs (hugging another hug-supported char automatically sets them into hug state as well)
- Upgraded Gemma's idle animation to take advantage of v2.2.15's newly added SF_FASTWAIT skin flag (made for Amy in vanilla), allowing more frames for her idle animation.
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- Fixed a longstanding goof where the secondary transformation SFX (DSS3K9F, Sonic 3/Mania's transform SFX) randomly gets louder

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This update simply changes some sprites and adds a new set of sprites.

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Gemma's walk sprites got a minor upgrade, her head now has slight movement to be more in-line with other characters, rather than just her hair and ears moving.

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In addition, a new set of sprites of her "floating" while moving midair in her super form has been added.

While this update will still work on v2.2.13 and below, the recently released v2.2.14 made a change to the exit game splash screen (GAMEQUIT.lmp) where the text is now it's separate layer and no longer baked into the image itself, and this update takes it to account by removing the text from the mod's custom GAMEQUIT image. However, loading this update in v2.2.13 and below will result in a lack of text on the exit splash screen.
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Aaaannd... that's it. that's the update.

- RalphJeremy65

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Just another optimization update of sorts

This new update basically reduces the sprite2 freeslots, but keeps the sprites themselves intact rather than removed, as it turns out you don't need to necessarily freeslot too many sprite2s added and handled by other mods, you just provide the sprites with no need of any additional SOC/Lua definitions

Now I feel stupid (Thanks JonBaxter)

Also no more "Lite" build
I added a new "CL_Gemma-v3.1.2_Lite.pk3" build which is basically the normal file but with the SUGOI-specific sprites removed, for those experiencing issues when playing alongside certain other addons
Too lazy to write this in a more interesting way, so imma just get it straight

Main File
- converted rock collision hook into a local function
- rock platform cant carry players that are moving faster then gemma
- carried players will be pulled into the center a bit so they don't fall off too easily
- added some edits to the collision code to prevent the platform from blocking non-carried players
- updated copyright year in GAMEQUIT.lmp graphic (1998-2023 -> 1998-2024)
Battle File
- small rock projectiles can no longer collide with enemy players if gemma is in pain state
- ground pound's sweet spots is reduced to (1,1) if fall speed is too low
- ground pound sweet spots is reduced to (1,1) if exhaust is flashing
- rock walls damage i-frames is reduced based on the speed of the thing that damaged it
- can no longer ledge grab while on the rock platform (for v10)
- rock wave's ground pound now cancels after hitting a bouncy fof
- added a PlayerQuit hook that kills the rock wall
- if gemma blocks an attack while charging a rock wave she will now get the cooldown
- fixed an issue where action timer would not reset after using a gemma battle ability
- reduced height of rock wave projectiles (21FRACUNIT was 42FRACUNIT)
- ground pound now costs exhaust to use
- exhaust time slightly increased (should still be a net nerf)
- if rock platform flinches a player with no defense and gemma is chargeing a spindash on it she will move in to attack (this is the only buff)
- reduced height gain if rock platform blocks an attacking player while gemma is spindashing on it

(Much of these are just copy-pasted words from JABSphere, lol)

- RalphJeremy65
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Simply updates her dance sprites, again
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That's it, that's the update

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Been a while huh?

Anyways, we got a new update to ye all.

Main:

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- Gemma can dance now using Custom 2. Originally exclusive to the SRB2 EX server, now it's officially released to the MB. (Credits: Mylo T & WhisperVII)

That's it. that's the new thing for the main side of things, lol.

Now, as for the BattleMod side of things...
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  • Added a searchBlockmap function for rock wall so it can take damage from "touching" a spring
  • Changed rock wave so the tumble duration is increased as it travels rather than it being decreased
  • Rather than tumble, tera-riser rocks will instead stun for slightly longer and lift the target in the air a bit while also subtracting a ring from them
  • Made tera-riser rock platform heavier if she is flashing from exhaust
  • Made fail safe SetPriority for Gemma's landing lag (0,0)
  • Greatly reduced flashtics of Earth Wall but give it 6 hp
  • Edited Earth Wall's frame code to match with the new HP (mobj.frame = min(2,3-(mobj.tracer.health/2)))
  • Fixed an apparent "guard-on-death" bug
Enjoy!

- RalphJeremy65

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- Gemma's 2nd Frozen frame will now display properly in Glacier Glaze Zone.
Like with the original v3.0.4, this version can be skipped if you do not play SUGOI.

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- Proper implementation of a certain set of sprites previously unused, meant for a particular level in the KIMOKAWAIII Side B portion of the SUGOI Trilogy port.
If you are new to SUGOI and haven't progressed enough there yet, Reveal at your own risk.
If you are an SRB2 oldbie who has experienced the whole trilogy during the v2.1 days before, read away.

This version can be skipped if you do not play SUGOI.
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