Gemma the Tarsier-Cat

Gemma the Tarsier-Cat v3.1.1/BM Support v3.0.2

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.
Hi once again. Here's yet another patch update for everyone.

Main:
  • Minor sprite tweaks.
  • Replaced some P_SpawnGhostMobj with P_SpawnMobj along with some small edits to prevent ghost objects from getting stuck in pending removal. (This should reduce lag)

Battle:
  • Exhaust is reduced more if the earth platform blocks a hit.
  • Ground pound's 2 defense now un-curls if it blocks an attack of 1.
  • You can no longer use double jump if the earth platform blocks a hit.
  • Rock Wave projectile height reduced from 64 fracunits to 42 fracunits.
  • Rock Wave endlag increased a little.
  • Reduced tumble duration of earth platform should it hit someone with 0 defense.
  • Earth Wall can now be passed through from below.

Coding Credits: JABSphere.

Enjoy!

-RalphJeremy65
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That's right, Gemma makes her return in BattleMod! However, instead of being embedded into the main addon itself, I decided to make her BM support a separate file that you have to load AFTER the main Gemma file in order for it to work.

Gemma's BM support for v3.0.x has alot of additions and changes to the point I'm too lazy to go into too much detail, I'll just keep it straight with the changelog:
- Tera-riser now has exhaust, which is cooldown-based.
- Gemma will recover some exhaust if she damages/tumbles a player while riding her rock platform.
- Gemma's exhaust will shorten greatly if her rock platform gets blocked while riding it.
- Spindashing while riding the rock platform will make you fall faster.
- Slightly reduced defense while on the rock platform.
- Gemma will pierce through any enemies players she hits with the sweet spot from her ground pound with no rock platform, or rock wave ground pound.
- Both Rock platform and ground pound Rock Debris now uncurls and/or tumbles opponents unless they have no defense or are already tumbled.
- Rock wave's projectile attack priority starts off at 1, meaning it will only tumble players if released early. If charged long enough, it goes up by one for each stage the move is charged, maxing out at an attack of 3.
- Charging and letting go of Rock wave quickly falls slower but comes out immediately.
- Rock wave endlag cut in half.
- Rock wave spin cancel now adjusts to scale, you can no longer accidentally overshoot yourself in smaller-scaled maps.
- Rock wave spin cancel now takes Simple/Automatic mode to account, allowing Gemma to shoot herself into the direction she's facing rather than just where the camera is facing.
- Rock wave spin cancel now costs exhaust to use.
- Rock wave spin cancel has an extra second of cooldown.
- The speed of the Rock wave spin cancel has been toned down a bit.
- New Earth Wall textures.
- Flickies will no longer hinder you from placing walls.
- While being damaged, the Earth Wall will no longer allow players to pass through.
- Rewritten Earth Wall collision.
- Earth Wall will now take damage if placed in CTF base sectors until it has 1 hp left.
- Earth wall now destroys itself should Gemma die.

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And one last thing: She also comes with unique sprites for guarding/parrying, rather than using the transformation sprites. Can you guess the reference in these sprites?

Credits to JABsphere for making most of these changes, and to Fav (and technically Inazuma) for allowing me to use the code for the unique Guard/Parry frames.
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- Fixes an oversight where Super Gemma doesn't exit her Wind state automatically when interacting with fan objects (not fan sectors)
- Updated the Hug code so that it uses P_MoveOrigin to prevent the P_TeleportMove deprecation warning from appearing everytime you touch a player. It will still use P_TeleportMove in v2.2.10, so backwards compatibility is still maintained.
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While Blake has only just recently about to pick up dev again sooner or later (not now though), Gemma's BattleMod revamp still not being finished, v2.2.11 causing one technical issue that causes the wall to resynch, the BM revamp was so unoptimized that it chugs the framerate even when BM is not loaded, and me slowly losing faith in BM in general and it's community, I've been getting really tired of holding onto this clearly-finished Gemma resprite. Considering my current "relationship" with BM right now, I've decided to temporarily remove her BM support for now. Despite the BM support removal, this new Gemma still has cool new features.

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Let's start with the obvious: Full-scale sprite overhaul. All of her sprites have been either polished or remade. She may have gotten a slight bit more weight, but she's still as acrobatic as ever. She also comes with a new default skincolor. I call it "Iwaflor", which is basically Gemma's true canon surname. Skincolor made by MysteryMiles (formerly iceberg).

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Gemma now has support for RushChars' Jetski. When you have the Princess of the Sol Dimension and her quirky Racoon friend with you, You can use the Chaos Emeralds to summon Gemma's father's bike from her kart racing misadventures using Custom2. Hop on it and run over some bad enemies!

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If you have datamined Gemma v2 before, you've probably stumbled upon older versions of these 2nd-tiered running sprites, which were unused at the time. They have now been properly implemented, Courtesy of Great Glass of Team Platinum Sparks. Don't feel fast enough whenever picking up a Speed Shoes monitor or utilizing a momentum mod? Now you can!

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Wind frames now work on fans, Courtesy of Fav, the Frank & Dummie guy.

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Other Changes
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- Renamed Mahogany to Bumiflor, to prevent any more conflict with other skincolor packs. Color ramp for this color has also been updated.

And uhh, that's it. Like I said before, I removed BM support for now due to reasons stated above. If certain things get ironed out and if I ever find faith in BM again (doubt), I may reintroduce it again in the future. But for now, I just really want to give you this new Gemma to you all cause I'm tired of holding onto this new resprites. Hope you enjoy it, anyways.

- RalphJeremy65

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- Fixes a weird issue where Gemma is unable to break bustable floors underwater in v2.2.11.
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