• Do not use Works in Progress as a way of avoiding the releases system! Works in Progress can be used for sharing early betas and for getting suggestions for improvement. Releases of finished content are not allowed in this forum! If you would like to submit a finished addon, click here for instructions on how to do so.

Modern Mighty

Status
Not open for further replies.

Mizzhap

Complete Global Saturation
Most people already know this but I'm making Mighty the Armadillo's modern counterpart from the Archie comics :)

He's much slower and heavier than characters like Sonic, but his skills can be used to beat zones just as fast!

Custom 1: Punch; Mighty's punch thrusts him forward at a speed faster than his normal running speed, and can be used midair too! Use it to get across large gaps!

Custom 2: Kick; Mighty's kick acts similar to his punch, but rather than thrusting him forward, he launches into the air. This can be used to gain extra height after a jump!

Hit Jump midair for a Homing Slam; a Hammer Drop that zeroes in on enemies!

If you're vulnerable midair, don't worry; Mighty will automatically curl into a ball!

(To be clear, any .pk3s given below is a VERY EARLY PROTOTYPE. It is not trying to dodge the release system, it is meant for BUGTESTING ONLY. Please reply to this thread with any bugs you may have found, although please don't complain about the animation quality as those anims will only be there until I improve them, which is a slow process. Thanks for taking the time to read this lengthy disclaimer and have fun testing Mighty :D)
 

Attachments

  • Untitled263_20220721200919.png
    Untitled263_20220721200919.png
    3.9 KB · Views: 526
  • Untitled261_20220718211726.png
    Untitled261_20220718211726.png
    10.5 KB · Views: 499
  • CL_ModernMighty-indev1.1.4.pk3
    276.4 KB · Views: 808
Last edited:
it looks pretty good but I think if it's not finished yet or it's a prototype I advise you not to post it here
 
it looks pretty good but I think if it's not finished yet or it's a prototype I advise you not to post it here
Look at the top of the page my dude.


The prototype seems a little bit too finished for someone who joined today. The existence of a version number is also quite suspicious. Hmmm...
 
Look at the top of the page my dude.


The prototype seems a little bit too finished for someone who joined today. The existence of a version number is also quite suspicious. Hmmm...
i have no idea what you're trying to insinuate but cresedex has been an active member of the srb2 discord and has been working on archie/modern mighty for a couple of weeks. just to give you a little bit of context.
 
i have no idea what you're trying to insinuate but cresedex has been an active member of the srb2 discord and has been working on archie/modern mighty for a couple of weeks. just to give you a little bit of context.
Oh, thank you very much. I didn't know that.
 
Most people already know this but I'm making Mighty the Armadillo's modern counterpart from the Archie comics :)

He's much slower and heavier than characters like Sonic, but his skills can be used to beat zones just as fast!

Custom 1: Punch (on ground), Uppercut (midair): Mighty's punch thrusts him forward at a speed faster than his normal running speed, and his uppercut acts almost like a double jump - use it at the highest point of your jump to reach places even Sonic can't!

Custom 2: Kick (on ground), Dropkick (midair); Mighty's kick acts similar to his punch, but rather than thrusting him forward, he hops slightly. This is useful for fighting enemies on small platforms! His dropkick can throw him downwards almost instantly, allowing for faster movement after a fall!

Hit Jump midair for a Homing Slam; a mix of Sonic's Homing Attack and Classic Mighty's Hammer Drop!

(To be clear, the v1.1.2 given below is a VERY EARLY PROTOTYPE. It is not trying to dodge the release system, it is meant for BUGTESTING ONLY. Please reply to this thread with any bugs you may have found, although please don't complain about the animation quality as those anims will only be there until I improve them, which is a slow process. Thanks for taking the time to read this lengthy disclaimer and have fun testing Mighty :D)
Good mod
 
it seems that you can punch/kick out of hitstun. is this intentional?
That's not intentional, I forgot to add checks for that state. Thanks for reporting!
Post automatically merged:

Look at the top of the page my dude.


The prototype seems a little bit too finished for someone who joined today. The existence of a version number is also quite suspicious. Hmmm...
I've been posting my progress on the discord server, up until now I never thought to make a wip thread on the MB. Please don't make assumptions.

Also, the version number is present to comply with naming conventions. I'm not sure if they apply to WIPs, but I'm not taking any chances.
 
Not sure whether or not it supposed to happen but when using the homing slam it keep targeting other enemies and hitting them afterwards if nearby.
That's supposed to happen 👍

Anyway, new indev build of Mighty!

Changelog:
Mighty no longer uses invincibility when attacking, rather he uses a PlayerCanDamage hook. Invincibility caused problems, such as invinc powerups disappearing after an attack or a shield momentarily disappearing.

Speaking of shields, his shields have been resized and now fit his height.

"indev" has been added to the filename to avoid further confusion.

Finally, Mighty can no longer attack while stunned and/or dying (thanks Shutash :D)

Attached below is the new build (bugtesting only, please don't showcase this or use it on servers). Have fun testing!
 

Attachments

  • CL_ModernMighty-indev1.1.3.pk3
    276.3 KB · Views: 205
1. The homing part of Mighty's jump action does not cancel itself after 3 seconds which may lead to being stuck like the gif shows. It doesn't help that its homing range seems to be bigger than usual. On top of that, Mighty still dashes downwards after a homing attack, making it theoretically possible to accidentally die in a level full of bottomless pits... although I guess the fact that it acts like a light speed attack should reduce the risk outside of Aerial Garden Zone. Speaking of which, is that intentional that it acts like a light speed attack? Or, to be more specific, is it intentional that is homes in on enemies as soon as it gets close enough (for example, if you use it from a high place, you will go downwards, but then suddenly dash towards an enemy). Honestly, I think it's better to remove the homing property altogether. If you want to keep it, then it's probably better to assign it to a separate button.
2. The melee attacks sound cool on paper but...
- The kicks are functionally useless. The function of a grounded kick does exactly the same thing as the small jump. The kick can not break walls yet, but I imagine once you add that function, you'll probably add it to the punches too, so kicks will still be obsolete. Meanwhile the jump action easily replaces the aerial kick. While the kick doesn't bounce, the jump action creates a small shockwave which is good against nearby enemies who might try to hit you. And there's almost no disadvantage in bouncing too. On top of that jump action can already break the floors while the kick can not. The whole "landing on a badnik" thing requires too much precision to be useful, not to mention that badniks aren't usually present when you need that bounce.
- When it comes to the punches, they seem to be more useful functionally, but once you add a spin action I'm afraid they'll become obsolete too. Except maybe the aerial punch serving as a double jump, but even then it's only because Mighty jumps worse than Knuckles so you're pretty much forced to use it if you want to reach places Sonic can with just a normal jump... And no, him being heavier shouldn't necessarily mean he's bad at jumping. At least, not this bad. By the way, the character description recommends spamming custom 1 on the ground for rapid punches, but it's actually an easy way to get hurt since there's a delay between the punches. The punches themselves also end quickly so you can easily bump into an enemy unprotected.

Basically, when you add melee attacks for a character in general, please make some sort of a reason to use them (and not the standard spinjump/spindash)

By the way, about bugtesting... If you were to try an uppercut double jump or a dropkick bounce while holding the jump button then releasing the jump button prevents you from gaining maximum height.
 

Attachments

  • srb20000.gif
    srb20000.gif
    4.1 MB · Views: 105
Last edited:
1. The homing part of Mighty's jump action does not cancel itself after 3 seconds which may lead to being stuck like the gif shows. It doesn't help that its homing range seems to be bigger than usual. On top of that, Mighty still dashes downwards after a homing attack, making it theoretically possible to accidentally die in a level full of bottomless pits... although I guess the fact that it acts like a light speed attack should reduce the risk outside of Aerial Garden Zone. Speaking of which, is that intentional that it acts like a light speed attack? Or, to be more specific, is it intentional that is homes in on enemies as soon as it gets close enough (for example, if you use it from a high place, you will go downwards, but then suddenly dash towards an enemy). Honestly, I think it's better to remove the homing property altogether. If you want to keep it, then it's probably better to assign it to a separate button.
2. The melee attacks sound cool on paper but...
- The kicks are functionally useless. The function of a grounded kick does exactly the same thing as the small jump. The kick can not break walls yet, but I imagine once you add that function, you'll probably add it to the punches too, so kicks will still be obsolete. Meanwhile the jump action easily replaces the aerial kick. While the kick doesn't bounce, the jump action creates a small shockwave which is good against nearby enemies who might try to hit you. And there's almost no disadvantage in bouncing too. On top of that jump action can already break the floors while the kick can not. The whole "landing on a badnik" thing requires too much precision to be useful, not to mention that badniks aren't usually present when you need that bounce.
- When it comes to the punches, they seem to be more useful functionally, but once you add a spin action I'm afraid they'll become obsolete too. Except maybe the aerial punch serving as a double jump, but even then it's only because Mighty jumps worse than Knuckles so you're pretty much forced to use it if you want to reach places Sonic can with just a normal jump... And no, him being heavier shouldn't necessarily mean he's bad at jumping. At least, not this bad.

Basically, when you add melee attacks for a character in general, please make some sort of a reason to use them (and not the standard spinjump/spindash)

By the way, about bugtesting... If you were to try an uppercut double jump or a dropkick bounce while holding the jump button then releasing the jump button prevents you from gaining maximum height.
Wow this was a long read, but very valid criticism. I think maybe I'll make only the kick break walls, and make the dropkick propel you forward and upward depending on how high you're dropping from. As for the homing slam, yes it is supposed to act like a lightspeed attack, and it is supposed to slam even after homing. However I didn't code it (Kirb the Korb wrote it for me), so I apologize for any problems with its range and lack of a cancel, and I'll code those in later today and drop a new build tomorrow. As for the punch, no it won't be obsolete; his spin ability will be guarding with his shell. Finally, the jump - I didn't realize it's worse than Knuckles', I'll probably make it equal to his and bump up the uppercut's height. Thanks for the criticism, and I'll try to work on the points you've made in the ways I've described. 👍
 
Mighty could use some sprites for hitting springs (right now it's just him running in midair) and getting hit (he's in his standing sprite). I don't know if you know that already but I figured I mention this just in case. Great job so far.
 
i have a few general criticisms i'd like to line out, just from my personal preferences while i was playing the mod. granted, most of this is just what i believe would be better design, and what you have so far is definitely solid!

- the attacks should be remapped a little bit. for the most part, they're pretty good and a valuable addition to mighty's moveset (though mostly in level maneuverability rather than...actual combat), but i don't see the need to have them have different functions in mid air. the punch is perfect for on ground and (should be changed to add) mid-air movement, not much different than it is now aside from the change of just removing the ability to hold the button to spam.
additionally, i think the kick could take the role of being the vertical movement attack, functioning identically to how the mid-air punch works currently. that leaves the drop kick, which...should really be axed, personally. the bounce pretty much covers that base, making the drop kick pretty redundant in my opinion.

- the bounce is the most solid part of this moveset as it currently exists. the only thing i'd really change about it is to have the homing attack be a single target move only, but i understand if that's a creative decision you don't want to remove.

- i think the jump height should be higher. the CSS describes mighty as a slow and heavy character, and while i feel like his runspeed is fine as is, i think his jump height is pretty debilitating and should be increased just a smidge. just a smidge, though.

all that literal wall of fucking text aside, i enjoyed what you have so far, and the sprites are quite appealing even despite the more washed out look that the original drafts intended for. good luck on this project!
 
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top