RChars V1.2 is now out, with some new effects for Tails Doll and some other changes. Check it out!

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- Tails Doll's Poly Barrier has been updated to use splats for a glorious 3D effect! His jump and slow fall have also been similarly updated with sprites from Inazuma. If your game lags too much with these effects, you can turn them into regular old sprites using the tdsplat command, which applies server-wide!

- Poly Barrier's dissipation sound effect no longer cuts off.

- Reflecting a projectile with Tails Doll will now shoot a generic projectile instead of the projectile being reflected.

- Tails Doll will no longer crash the game when reflecting certain projectiles.

- Shield damage afterimages now apply to jump damage as well.

- Metal Knuckles will no longer auto cancel his super transformation out of a glide.

< BattleMod >

- Attempting to block or reflect strong attacks as Tails Doll will now put you into a stun lock. This applies to projectiles as well, so you won't be able to reflect strong ones either. Watch yourself!

- Guarding or airdodging will now automatically cancel Poly Barrier.

- Tails Doll's slow fall now has a 2 second exhaust timer.

- Metal Knuckles' missiles now have half the knockback as before when blocking them.
Quick hotfix that makes Metal Knuckles' spin glide cancel actually damage enemies, and that makes Tails Doll's Battle Ability work properly in the Message Board release of BattleMod.
After several months of waiting for 2.2.9 to release, bug testing, and other miscellaneous shenanigans the RChars development team has been up to, RChars V1.1 is finally ready to be played!

Changes include;
- Tails Doll and Metal Knuckles now have Battlemod and Persona support!
- MK now uses the vanilla climbing instead of the custom climbing he had before. This means he can now climb vertically and also do the two types of jumps Knuckles can off of walls.
- The wall spindash is now activated by holding spin. Tapping spin will do the no-turn-around jump that Knuckles can do.
- Jumping off a wall without wall spindashing first will no longer instantly kill your dashmode.
- The wall spindash now looks and sounds more like an actual spindash. You can also hold it instead of it automatically being released when maxed out.
- MK can no longer latch onto walls Knuckles can't, such as invisible walls and midtextures.
- MK can now latch onto walls he couldn't before, such as the wall conveyors in THZ2's Knuckles' path's second room.
- MK's glide charge time has shortened. You can shorten it further by building up dashmode.
- MK's minimum charged glide is no longer a worthless and slow piece of garbage that cancels your dashmode, and instead will almost always be just as fast or faster than your current max speed.
- You can now latch onto walls while charging the glide.
- Gliding is no longer automatically cancelled. Instead, you continue the glide without any major forward thrust where it would've been cancelled before.
- Cancelling the glide manually with jump will now put MK into a fall state and half his momentum. The old cancel behavior has been moved to spin.
- Hitting a non-climbable wall while gliding will now bounce you back.
- MK's stats have been normalized.
- MK now has a lower jump height like Knuckles.
- Dashmode will no longer give MK any jump boost in order to prevent him from sneaking into Sonic paths.
- Glide and Dash sprites were swapped around for better ability readability.
- MK now has idle and edge frames.
- TD can now activate slow fall by simply holding jump after a jump.
- TD can no longer reflect Brak's projectiles, as they had a tendancy to crash the game.
- TD now has one singular drop shadow.
- TD now makes use of the previously unused upwards tail sprites when falling.
- Probably more stuff that I forgot to mention.
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