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parkour / sally

crazybark

Member
ive been working on this sally/parkour on and off since 2021. finally have the basic idea of the parkour system working
updated with better showcase and testable file. it has many known issues but if you find any (or have feed back) id be grateful if you shared.

EDIT: i implemented her hack mechanic aswell as tweaked physics and blade jump. only thing left (outside of cleaning the code and bugs) is going back over her sprites and making a nicole follower for a better hacking visual.
known issues are: special stages
changed some things in feedback, she should be less weak/demanding overall

 

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This is looking really cool! I hope it's still being worked on, this is already really fun. I can only imagine how good it'll be with more time and polish. Wall running is borderline addicting, even with the occasional jank it has in the latest released version. The wall jump, while not all that powerful, controls incredibly well compared to a lot of other implementations. As much as I love Jana, she took some adjusting. Not so with Sally.

I will say, she's quite underpowered. Other than her acceleration, her stats are far worse than most characters, and her abilities don't really do much of anything to make up for it. I guess the Jump Boost can counteract the lowered jump height, but her lowered speed makes that feel less like a boost and more like struggling to reach the baseline. As fun as the wall running is, it's not exactly powerful enough to counteract her 25% slower running speed and 20% lower jump height compared to the baseline used by all of the vanilla characters. I'm not sure why you gave her such slow movement, but it might be worth rethinking if you want her to be able to keep up with other characters.

Even beyond that, her abilities really aren't that useful in terms of speed or verticality. Maybe running down a wall could give you a speed boost forward, converting some of the gravity it negates into horizontal momentum? It would also be nice if wall jumping let her use her jump thok again. That would make chaining wall runs together easier.

Her Nicole Shot is also a bit unintuitive at first. I thought the aiming reticle was supposed to be the attack, and it just wasn't doing anything. It wasn't until GFZ2 that I realized that a projectile came out when I let go of Spin. I know that'll probably be fixed once it has sounds, but it might also help if you stylized the aiming reticle as a laser sight. That would make it a bit more recognizable as a tool for aiming, rather than looking like it's supposed to be the attack.

Excellent work so far! I can't wait to see where this goes from here.
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I stopped in the middle of THZ2 to write that comment, but now that I've made it to DSZ2, I'm noticing that she's a lot more powerful underwater. I assume it's just because some numbers don't get adjusted properly, but I actually really like it. I wonder if it would be feasible to make her baseline more similar to that? Maybe not quite as much verticality, since that gets a bit ridiculous underwater, but other than that, I think it could work.

Update: I seem to have underestimated just how much more potent her parkour is underwater. It seems like water activates her hidden echidna ancestry and lets her start climbing walls. :p
Post automatically merged:

Most of the way through the game with her now, and still loving it. It's remarkable how good her controls feel to someone hyper-adapted to SRB2's controls like a devil's hole pupfish like myself. Usually, when characters mess with the game's acceleration curve too much, like Adventure Sonic or the Mario Bros., it puts me off. With Sally, though, it feels fine. And while a bit more horsepower would be appreciated, there's something to be said for the challenge of a character that's a bit less easy to work with.

I've found a few bugs, but I don't know if you want me just dumping all of that in the thread here. If you'd like to hear them, let me know, and I can PM you, or just put it all here if you'd prefer. For now, I'll just air my particular grievance with how aiming the Nicole Shot works. It follow the player's drawangle, rather than the mobj's angle, which is specifically meant for the direction abilities come out in. This makes aiming a bit difficult, as you have to try and wrestle with your own player character to face the direction you're actually trying to shoot if you're using Manual Mode. Plus, the lack of any vertical aiming means you have to line yourself up vertically with your opponent a la Mega Man, which is much harder to gauge in 3D, especially complete with the irritation of your character always aiming the direction you're moving.
 
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stopped being lazy for a week, she now plays almost 1 to 1 how i plan. now i just need to work on sprites and polish and stuff
Post automatically merged:

This is looking really cool! I hope it's still being worked on, this is already really fun. I can only imagine how good it'll be with more time and polish. Wall running is borderline addicting, even with the occasional jank it has in the latest released version. The wall jump, while not all that powerful, controls incredibly well compared to a lot of other implementations. As much as I love Jana, she took some adjusting. Not so with Sally.

I will say, she's quite underpowered. Other than her acceleration, her stats are far worse than most characters, and her abilities don't really do much of anything to make up for it. I guess the Jump Boost can counteract the lowered jump height, but her lowered speed makes that feel less like a boost and more like struggling to reach the baseline. As fun as the wall running is, it's not exactly powerful enough to counteract her 25% slower running speed and 20% lower jump height compared to the baseline used by all of the vanilla characters. I'm not sure why you gave her such slow movement, but it might be worth rethinking if you want her to be able to keep up with other characters.

Even beyond that, her abilities really aren't that useful in terms of speed or verticality. Maybe running down a wall could give you a speed boost forward, converting some of the gravity it negates into horizontal momentum? It would also be nice if wall jumping let her use her jump thok again. That would make chaining wall runs together easier.

Her Nicole Shot is also a bit unintuitive at first. I thought the aiming reticle was supposed to be the attack, and it just wasn't doing anything. It wasn't until GFZ2 that I realized that a projectile came out when I let go of Spin. I know that'll probably be fixed once it has sounds, but it might also help if you stylized the aiming reticle as a laser sight. That would make it a bit more recognizable as a tool for aiming, rather than looking like it's supposed to be the attack.

Excellent work so far! I can't wait to see where this goes from here.
Post automatically merged:

I stopped in the middle of THZ2 to write that comment, but now that I've made it to DSZ2, I'm noticing that she's a lot more powerful underwater. I assume it's just because some numbers don't get adjusted properly, but I actually really like it. I wonder if it would be feasible to make her baseline more similar to that? Maybe not quite as much verticality, since that gets a bit ridiculous underwater, but other than that, I think it could work.

Update: I seem to have underestimated just how much more potent her parkour is underwater. It seems like water activates her hidden echidna ancestry and lets her start climbing walls. :p
Post automatically merged:

Most of the way through the game with her now, and still loving it. It's remarkable how good her controls feel to someone hyper-adapted to SRB2's controls like a devil's hole pupfish like myself. Usually, when characters mess with the game's acceleration curve too much, like Adventure Sonic or the Mario Bros., it puts me off. With Sally, though, it feels fine. And while a bit more horsepower would be appreciated, there's something to be said for the challenge of a character that's a bit less easy to work with.

I've found a few bugs, but I don't know if you want me just dumping all of that in the thread here. If you'd like to hear them, let me know, and I can PM you, or just put it all here if you'd prefer. For now, I'll just air my particular grievance with how aiming the Nicole Shot works. It follow the player's drawangle, rather than the mobj's angle, which is specifically meant for the direction abilities come out in. This makes aiming a bit difficult, as you have to try and wrestle with your own player character to face the direction you're actually trying to shoot if you're using Manual Mode. Plus, the lack of any vertical aiming means you have to line yourself up vertically with your opponent a la Mega Man, which is much harder to gauge in 3D, especially complete with the irritation of your character always aiming the direction you're moving.
thanks! also, yeah id like to know of any bugs i missed. sorry for the late reply, a mixture of lazyness and summer tech issues
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changed some stuff to make her more fun
 
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