Gemma the Tarsier-Cat

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

srb20366.gif


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.

srb20368.gif

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.
srb20191.gif

- 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.
GemmaCSSAugust2023.png

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.

srb20134.gif

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).

srb20135.gif

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!

srb20131.gif

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!

srb20132.gif

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

XTRAC0.png
Other Changes
XTRAC0.png

- 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

srb21158.gif

- Fixes a weird issue where Gemma is unable to break bustable floors underwater in v2.2.11.
Previously, if you happen to be standing on the ground while in a NiGHTS stage, Gemma uses her super sprites. I have added NSTD sprites (duplicate of her normal stand sprites) to fix this.
srb20938.gif

I should've done this much earlier lol
Hey y'all.

Now that April Fools is over, I suppose I should set things back to how it was before. I'll be honest, I kinda wish I had enough time to actually put more effort into my AFD joke. But oh well.

For actual progress of IwaflorChars (yeah that's the new name for RockflowerChars), here's some of Gemma's new walk animation:
New-Walk-prototype.gif

Most of my resprites for Gemma in the course of two years were just partial resprites with a few new poses/animations here and there, like merely just replacing the tail, braid and redesigning her head, making parts of her less crusty while still retaining the same (Sometimes stiff, especially the current Walk animation) animations I created when I was merely spriting on a phone. This time, I'm deciding to do a near-full redo/polish of nearly all of Gemma's sprites, for better, less stiff animations & consistent proportions.

You can blame Dirk's TeamKinetic v3 update for making me tempted/inspiring me to do this.

As for Blake & Zella, they will still be real characters. Blake is just on standby at the moment.

However, I have made a full stand rotation for Zella a while back:
Stand_rotationx1.gif


As for movesets, If you read Blake's CSS text in the AFD "release" of "RockflowerChars", you probably have an idea of what I have in mind for him already. As for Zella's moveset, I have nothing set in stone for her... yet.

Well, I guess that's all from me.

- RalphJeremy65​

(Update: April Fools XD)
That's right, Gemma's friends are finally joining her in SRB2!
BlakeCSS2.png
ZellaCSS.png

Sorry, nothing. Go home.
Sorry, nothing. Go home.
In addition, Gemma's sprites have been revamped once more, finally perfected after 2.4 years!

Now I can retire peacefully.

There will be no more updates after this.

Go home.

Also don't even bother checking the file.

- RalphJeremy65​
- [Battle] Another "ring bug" situation happened, this time with Gemma's Rock Wave particles. This only happened when you load BattleMod v9.3 before the previous version of Gemma. This is now fixed; now you no longer have a mod load order to be aware of again.
srb20748.gif
  • Cool!
Reactions: SusSped
- Fixed Super variants of Gemma's push state sprites not being in fullbright.
srb20716.gif

- Previously "unused" super variants of Gemma's wind state sprites now properly show up.
srb20714.gif

Special thanks to Icezer for pulling these fixes off!
Back
Top