Gemma the Tarsier-Cat

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

- [Battle] Fixed wall intangibility somehow seeping into solo modes.
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It's finally here.
Can't believe it's been two years since I first released Gemma. Looking back, she was quite a bit crusty, and as my artstyle has changed over the years, so did her sprites look outdated overtime. So I thought, how about I do what I should've done.

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Gemma got herself another resprite. While her head has been completely redrawn, the rest of her did get some cleanups, but otherwise untouched.

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Straight from Team Kinetic, Gemma now has new animations for pushing objects, and getting whisked away by ACZ's tornadoes.

Speaking of sprites, Chaos has also re-enlightened her. Okay, poor attempt at being cryptic. What I meant to say is, Gemma's super form is now fully-sprited. I'm not showing it here, so go get those Chaos Emeralds to see it for yourself.

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Her rock debris now shrinks into nothing, which can be a nerf to some.

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A new addition included within her is a new bonus skincolor, Mahogany. This is based off her palette from the non-SRB2 style artwork I usually create. Her default skincolor is still Brown, though.

And uhh, that's it for the regular gameplay stuff.

As for the BattleMod stuff however...

Along with some important fixes, Her BattleMod moveset has been completely revamped.

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Rock Wave now functions similarly to Metal Sonic's charge attack, the range now depending on how long you hold the fire button.

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The Rock Wave is also now cancellable, either by Toss Flag or Spin while charging. However, using spin to cancel will make her perform a thok-like dash, good for getting back into a platform when you accidentally perform the move on a pit.

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Placing Earth Walls also now functions differently. You now have to hold the Fire button, and a visual cue whether the wall can be placed in a certain area or not is added in a form of a ghost wireframe wall. If the wireframe is green, you can release fire to place the wall. If the wireframe turns red, however, that means there's objects/players getting in the way and you have to move elsewhere, otherwise the wall cannot be placed. You cannot jump while holding fire.

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The Earth Wall will also be intangible to teammates in team modes and you. However, the top can still be stood on.

Of course, this update also has some important bugfixes (including that stupid "ring bug" in Team Battle modes, good riddance).

(EDIT: Oh, uhh, I forgot to mention: Hug button is now moved to Custom 1. I'm saving Custom 2 for a little something. This update is also futureproofed for Uncapped, should that end up being added in a future SRB2 patch update. This is so that you won't get a "P_TeleportMove is deprecated" warning spewed out to you. Credit goes to Lach for helping out on that.)

Besides that, I'm finally glad I got this over with.

Thank you reverbal/metal pipe#9136 for making this BattleMod revamp happen, and Thank you DirkTheHusky for letting me use the script that adds the Push and Wind animations.

I hope you guys enjoy this update.

-RalphJeremy65

Hey y'all. been a while.


It's been 2 years since Gemma was released on the MB. To celebrate, here's some previews of what you can expect from Gemma's upcoming major update, v2:

To start with the obvious, Gemma has gotten another facelift. While the rest of her was mostly just clean ups to get rid of some crust for the most part, Her head has been completely redrawn to fit my current style.

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Other than the fact her Rock debris now shrinks into nothing (which can be a nerf to some), Her regular gameplay will remain mostly the same as before, no new moves, or anything.

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The most changes you'd get is in her BattleMod kit:

The Rock Wave will now function similarly to Metal Sonic's charge attack, the range now depending on how long you hold the fire button.
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It will also be cancellable, either by Toss Flag/Fire Normal...
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...or Spin while charging. Using spin to cancel will make her perform a thok-like dash, good for getting back into a platform when you accidentally perform the move on a pit.
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Placing Earth Walls will also function differently. You will now have to hold the Fire button, and a visual cue whether the wall can be placed in a certain area or not will be added in a form of a ghost wireframe wall. If the wireframe is green, you can release fire to place the wall. If the wireframe turns red, however, that means there's objects/players getting in the way and you have to move elsewhere, otherwise the wall cannot be placed. You cannot jump while in "place wall" mode.
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The Earth Wall will also be intangible to teammates in team modes and you. However, the top can still be stood on.
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All this BattleMod reworks are done by reverbal/metal pipe#9136. Big thanks to them for making this happen.

There's still some more things I could've shown, but I'd rather not show it until the update releases. although I'm sure some of you have already seen it in Discord or something

Originally, I wanted to release this update today, but there's still a certain hurdle that's holding it back. Hopefully it'd be worth it when it releases.

If you're wondering about that new character I worked sprites on a while back (Blake the Tamaraw), I still have no active coder for him, I did eventually reached out to one, but they're still occupied with someone else's project. So Blake will still be on hiatus until at least said project is done and releases.

I originally wanted to have Gemma's resprite to release alongside Blake, but it's been too long and I don't want to let Blake's dormant state hold it back any further. So I decided to just release what's done for Gemma as "Gemma v2".

Anyways, that's all from me.

- RalphJeremy65
- [Battle] Fixed Gemma getting stuck in THZ goop when you perform Rock Wave
- Totally not tweaked/revamped/remade some of Gemma's sprites again

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Gemma's mainhand weapon is now replaced with the Stone Ring (conceptualized and sprited by me), a recent addition in RingSlinger NEO v3. Knuckles also uses this as his offhand.

Grenade was only a placeholder, She was meant to use this weapon as her mainhand.

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[Originally released on April 16/17 (depending on your timezone). Due to recent events that happened in the SRB2MB, It was rolled back to it's April 14th state, 2/3 days before I even released this patch.]

- Fixed the Stand animation issue
- New Super color.

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- Gemma now had a defined RS NEO loadout: Main Hand: Grenade, Offhand: Scatter. Ammo is set to 40.
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Things didn't go as planned.

- Forgot to properly implement Dirk Surf and Milne Dance (files were present in it) so it's implemented now.
- Removed the "Copper Brown" custom skincolor as it was an early version of the "Mahogany" skincolor and not intended to be released with it.

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  • Cool!
Reactions: PPR
Been a while, isn't it?

I've worked on Gemma's visual overhaul for a while, and now it's here. Gemma's braid is now bigger to match with her artworks, her tail is now less static, and some frames like Falling and Skidding have been remade entirely. Oh and Gemma's jump/spin ball is now oval shaped too, to reflect the fact she's tall.

But... given the update's topic, you'd definitely know know what else is here.


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Battle Abilities
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Earth Wall:
Costing 10 Rings, Press fire while grounded to pull a wall of earth from the ground to protect yourself from attacks in front of you. You are still vulnerable to attacks from behind, though. Will break if it's hit by opponents 3 times or by player's choice by pressing Fire again.

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Rock Wave:
Costing 10 Rings again, Pressing Fire while midair will charge up her move and strike downward to emit a mid-range wave of earth.


Special thanks to the guys at the BattleMod Community for testing her out.

In other news, I'd like to drop a little preview of what's next to come:
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Sprite Refinements & Reworks!
- Refined various sprites, such as the Continue & Life sprites
- Refined Walk animations, including a Remade A1 Walk
- Remade Edge/Balancing sprites
- Removed Surf sprites cause they kinda suck

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