Ruby

Ruby 3.0.9

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My super cool self-insert is finally here!!! Ruby's main gimmick is his electricity bar which builds up over time or with kills.

[there was supposed to be a gif but the mb says its too big lol]

Moves:
Fire on ground - Punch
A simple lunge forward and a punch with the metal arm. Killing enemies with the punch is the main source of energy.
srb20062.png


Fire in air - Electroball
A projectile shot that gets bigger over time. Costs 5% of energy. Can home in on enemies if C2 is held during the start of the move.
1696886533181.png


Spin in air - Stomp
A simple stomp downwards. Damages enemies on the way. Costs 5% of energy.
1696886985372.png


Jump in air - Double Jump
1696887012340.png

Jump in air - Homing attack
Costs 5% of energy.
1696887031569.png


C1 - Boost
Blast through levels at high speeds! Though beware of the fastly draining energy.
1696887064883.png



Wanted a Super Ruby? Well, we have a Super Ruby at home!!!
If you have all 7 Chaos Emeralds and a full bar and press C3 while holding C2, you can enter Overcharge!
During Overcharge, you become invincible and have unlimited use of all your abilities for approximately 16.6 seconds!
1697744063251.png

(its a lot more shiny and glowy in the game i swear it was just a bad screenshot)


Credits:
Major:
Avery - the front standing sprite that i used as a base, energy bar's electricity icon, some big images
The SRB2 server - some help with code lole

Minor:
CakeCat - was the only one to say what to make for the jump in air ability iirc
RandomGuy - cleaned up the feet in the front run anim
ffoxD - made the smooth trail effect i used for the stomp

Some sounds taken from modern Sonic games
SRB2Persona voicelines are Scout from TF2

Changelog:
3.0.0 - First release (v1 and v2 are too bad to deserve a mb page)
3.0.1 - A fix to persona compatibility since it worked badly
3.0.2 - Removed the C2 thing from the homing attack
3.0.3 - some bug fixes
3.0.4 - finally found a way to make monitors give charge, also gave him a doublejump in persona
3.0.5 - added a speed buff move to persona moveset
3.0.6 - added overcharge, made the persona mazes movement actually the one from regular srb2 and changed the persona regular attack animation
3.0.7 - made persona ruby strong to elec but weak to ice
3.0.8 - fixed persona skills progression cause it was broken apparently thank god i started up that marathon
3.0.9 - big srb2p rework, the long wait was cause of my desire to add Toboto and reluctance to make sprites for it (also proper css portrait)
Author
Rubyr
Downloads
1,021
Views
3,511
Extension type
pk3
File size
935.3 KB
MD5 Hash
65a68e986f1e2732efef47373bf37b2f
First release
Last update
Rating
3.00 star(s) 1 ratings

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Latest reviews

hey, not bad for a first mod, i'd say. it's relatively meaty, and it's got a lot to offer, though i do think there's a little more than there should be. to get it out of the way, i think the moveset is slightly bloated, i.e. there's a looooot of useless moves. i consistently found lots of use out of the homing attack, double jump, boost and occasionally the punch (though i think it should be faster and last longer), but i couldn't say the same about the spindash, stomp and gun. not that they're bad inclusions at all, but i just didn't really find them useful.

as a whole though, i think the moveset should be trimmed down to just jump, spin and c1, because using c2 as a lockon is...very bizarre to me. it works, but it's really an unnecessary extra step. if you ask me, i think the double jump and homing attack should combine (think how modern normally does it), the spindash should be removed outright, and the punch should be moved to spin. of course, those are only suggestions, they're how i'd personally organise things.

in terms of the good, there's a lot to like here. the boost is probably the standout feature, because making it hover instead of acting like a ground movement tool allows it to really feel distinct from modern, which i really like. normally i'd complain about how quickly the meter drains, but i found it balances well enough with the boost's hover (though you should definitely find a way to let ring monitors and 1ups refill the meter, i was slightly disappointed to find that those two don't affect it).

at the end of the day there's not much more to talk about, and even though it looks like i'm complaining more than i'm praising here, i did quite enjoy it! it stuck the landing relatively well for your first mod, and i'm eager to see what you make next, or if you decide to refine this release. nice work!

(initially i forgot to talk about the sprites which are fine enough and do the job, even though you clearly struggled with creating them, which is a shame. still respectable for managing to pull everything together though, it's an achievement to even make a character mod!)
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