- Added a fancy new spinny effect to the Tailspin to add more visual impact
- Tightened up the handling on the Propeller Boost again
- The Tailspin animation will now cancel if your speed goes below your character's run speed, but BluEyes will always spin around at least once before it does
- Adjusted how the Propeller Boost calculates its top speed to stop it from picking up speed infinitely with certain momentum mods
Uh oh! Looks like someone got nerfed! Not to worry, though - while I was opposed to the idea of nerfing BluEyes at first, when I decided to try it out, I wound up liking this new, toned-down version better - not that she isn't still, admittedly, a little bit busted.
- The power of the Propeller Boost has taken another, somewhat more noticeable hit, in an attempt to somewhat counterbalance her usefulness compared to her vanilla self - all that speed comes at the cost of some verticality
- In exchange, though, the way the horizontal aspect works is a bit nicer - instead of having its own cap, it'll accelerate you up to your running speed, and won't slow you down if you're already above it
- Additionally, its vertical power when underwater has been increased compared to previous versions, and the way it detects input direction has been improved to play nice with 2D
- The Tailspin has been given a hard speed cap at 70 FU/T - no more using speed shoes to easily catapault yourself past the first half of GFZ1
- The Tailspin landing lag from before v1.3 has been reintroduced, albeit much less severe
- The vertical speed that Super BluEyes gets from Propeller Boost has been uncapped - now, you can blow all 5 at once to get a massive boost
Another update, so soon? And a big one at that?
Yep! I'll fully admit that v1.2 was a bit rushed out the door. It mostly came about in response to BluEyes being added to a co-op server I frequent, thereby forcing me to confront how underpowered her stop-and-go gameplay made her in her original incarnation. This time, though, I've been a bit more thorough!
- BluEyes's sprites have been completely redone, using the new 2.2.14 sprites for vanilla Tails as a base
- Since I have a bit more experience working with SRB2 sprites now than I did when I first made BluEyes, these ones are generally of a higher quality - the custom animations are more cleanly put together, her namesake colored eyes are now more consistently shaded, and more of her vanilla animations have been edited to reflect BluEyes's more confident and experienced demeanor compared to her vanilla self.
- Another round of adjustments to her moveset
- The speed cut from landing after a Tailspin has been entirely removed - the animation itself has been extended back to its original length, since shortening it was due to me forgetting how my own code worked (the animation itself doesn't slow you down or stop you from controlling yourself in any way), but doing so shouldn't cost you any speed
- The Tailspin now provides a slight upward boost that scales with the horizontal one
- The Propeller Boost no longer instantly redirects all momentum on use, and instead adds onto whatever speed you had before; this means turning too sharply may be a bit harder than before, but maneuvering in tight spaces should be far easier now
- Both moves have had their speed reduced ever so slightly - while the v1.2 buffs were definitely needed, they might have been just a little too far in the other direction
- BluEyes can now go Super
- For those who were already giving here that ability using other addons, you'll be happy to know that her moveset now incorporates the Super form's usual speed buffs
- A couple aesthetic updates to the Propeller Boost
- Falling after using one now uses jumping sprites, rather than falling sprites - this is to make it more clear that BluEyes can still deal damage to enemies, monitors, etc. in this state
- Ideally, this should also fix a bug wherein using a Tailspin while falling would lead to the spinning animation interrupting the intended animation when using certain recurl addons
- The tired flying sprite now takes priority over the falling/jumping sprite, for extra visual clarity
- As suggested by someone on Discord, there is now a unique sound for running out of Propeller Boosts
- The Propeller Boost's speed, both horizontal and vertical, is now additive up to a certain point, which should ideally improve both maneuverability and speed - no more losing all of your speed because you needed to go up a little!
- BluEyes can now use shield abilities! Since pressing Spin in the air doesn't do anything until you've already started using your ability anyway, there's not much reason not to be able to use them
- The landing lag after using a Tailspin should be noticeably shorter
- You can now control yourself a little bit after using a Tailspin
- Tailspin no longer turns into a regular spin when used with certain mods
- BluEyes' abilities and follow item should no longer break at different sizes
- Added several new console variables to control the appearance of the Propeller Boost indicator
- be_hudscale - Controls how large the Propeller Boost indicator is, as a multiplier of the previous default. Defaults to 0.75.
- be_hudtrans - Controls whether the Propeller Boost indicator will be rendered at half or full translucency. Defaults to Half.
- be_hudanimation - Controls whether or not the Propeller Boost indicator animates in and out. Defaults to On.
- Adjusted the default look of the Flight Burst indicator to be slightly transparent
- XMomentum "oof" sprite should now have correct offsets
An update I made shortly after submitting, but wanted to wait until it went live to post. This one includes the special stage sprites, which were missing before. I think I might have fixed something else? Probably not? Who knows at this point?
(Technically, it's not even the same day the original went live in my timezone, but eh, who's counting?)