(Apologies for the seemingly quick patches, I'm terrible at planning)
Blake's Phantom Slash now has it's own raised hitbox. This should make the Metal Sonic boss fight a lot easier.
![]()
6 hours in, and boom, "Day 1 Patch" of sorts to v1.1 I guess :P
This one does one very minor change I wish I thought of earlier before releasing v1.1:
Blake's hitbox height has been raised from 48 to 51. Since he's now slightly taller than Sonic, I thought having Blake still keep Sonic's hitbox height wouldn't cut it.
![]()
This should also make the Metal Sonic fight as Blake slightly easier (not by much, though).
Enjoy!
-RalphJeremy65
Heya! been a bit since the last release.
Last month, we celebrated the 5th Anniversary of the original release of Gemma when she was a lone wolf on the SRB2MB by previewing Gemma & Blake's new sprites and other plans. Thought of naming this update after the fact cause I can't think of another name for this, heheh.
![]()
![]()
Remember when I said that Blake was gonna have some changes to his moveset? Unfortunately, that might need to wait a bit, and I don't want to hold new sprites for too long again, hence why I'm making this a two-parter. So here it is: Gemma sprites has received another (and final, I swear) revamp, and Blake's sprites received a full overhaul, moving him away from being a trace-over of Sonic to having a physique and animations of his own.
![]()
The actual code changes mostly goes to the Flight Call mechanics when in Gemma & Blake mode or just having Blake as your bot follower.
First: The prompt no longer appears while moving or charging a spin dash, so no more accidental flight calls!
![]()
![]()
Featured level: Pipes of Green from the SUBARASHII portion of SUGOI
Second: The Flight Call is now semi-dynamic to analog input while in Automatic mode, allowing follower Blake to point his dragon to where Gemma (or any P1 character) is facing instead of the camera's, as long as your desired movement input is held.
![]()
Featured level: Greenflower Groove Zone 1 from the SUBARASHII portion of SUGOI
Big thanks to felixLumnyi for pulling off these tweaks.
Other changes:
- DASH frames will now stay when running off a ledge at 50+FU/t, rather than going back to RUN_ frames when not grounded.
- Changed fallback sprite for riding the dragon to WALK instead of ROLL.
Enjoy!
-RalphJeremy65
![]()
Today marks the 5th Anniversary of Gemma's debut on the SRB2MB!
To celebrate, here's a bit of what's next to come for IwaflorChars:
![]()
Gemma will receive another (and final, I swear) minor sprite overhaul, changing things up due to me not liking what was there before: New A3/A7 ears, slightly reshaped hair bangs, longer hair braid, tiny-bit tweaked outfit and like 2(?) animation overhauls.
![]()
Blake on the other hand, will receive a full, almost from the ground up sprite overhaul. No longer will he be a 90% trace-over of Sonic's sprites, now given a slightly wider physique, and will receive new animations. Some changes will be made to his moveset as well, but I aint showin' anything... yet.
![]()
And... that's all from me. Thanks for sticking by all these years.
-RalphJeremy65
![]()
After 4-ish years of development hell, shown off around social media alot, being a racer in both SRB2Kart v1.x and Dr.RobotnikEggman's RingRacersRush, teased in the custom exit screen, a poorly made April Fools joke of mine, as well as Silverhorn's good ending graphic, Gemma'stotally not eventual boyfriendbest pal is finally here, for real this time!
Blake the Tamaraw rises out of the shadows to join his(totally not) crushlong 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.
![]()
- Fixed a longstanding goof where the secondary transformation SFX (DSS3K9F, Sonic 3/Mania's transform SFX) randomly gets louder
This update simply changes some sprites and adds a new set of sprites.
![]()
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.
![]()
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.
![]()
![]()
Aaaannd... that's it. that's the update.
- RalphJeremy65
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