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Character Rotation on Slopes Details »»
Character Rotation on Slopes
Version: v1, by Golden Golden is offline
Developer Last Online: Jan 2020

Version: SRB2 Rating: (3 votes - 4.00 average)
Released: 12-21-2019 Last Update: Never Installs: 3
Scripts Re-Useable Content

Code:
[10:56 PM] Jimita: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
[10:58 PM] Tatsuru: Do you wanna play god? Is that what you want?
[11:04 PM] Kitoko: golden this is illegal
The name is pretty self-explanatory. This Lua rotates the sprites of players against the angle of the slope they're on. Note that this only rotates characters using the roll angle; this doesn't require new sprites.

Click image for larger version

Name:	srb20236.gif
Views:	193
Size:	3.20 MB
ID:	25040

This is also 100% compatible with multiplayer!

Click image for larger version

Name:	srb20117.gif
Views:	923
Size:	3.08 MB
ID:	24025

Download today!

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File Type: lua VL_sloperollangle-v2.lua (2.8 KB, 708 views)

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 4 Weeks Ago   #2
Inazuma
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I'm so glad that sprite rotation is in the game now. This is awesome!

Welcome to releases!
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Old 4 Weeks Ago   #3
MK.exe
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This is going to take a bit of getting used too...
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Old 4 Weeks Ago   #4
RomioTheBadass
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Neat. I wonder how it's going to look like for ceiling slopes with flipped gravity on, or if slope physics even apply to those.
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Old 4 Weeks Ago   #5
TrustyGun
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It looks so weird, but so right at the same time. Great job!
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Old 4 Weeks Ago   #6
DerpyBubblez
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You should probably fix verticalflip. The tunnel in GFZ1 is a good location for testing.
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Old 4 Weeks Ago   #7
Goldenhog
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This is some black magic I tells ya

Amazing job!
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Old 4 Weeks Ago   #8
frozenLake
 
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God, this would be fantastic in 2D Mode.

Now I wanna see someone do a loop just for the hell of it.
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Old 3 Weeks Ago   #9
Golden
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I've updated the script to version 2!

Changelog:
- Fixed problems with characters being incorrectly angled on slopes when vertically flipped. Thank you DerpyBubblez!
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Last edited by Golden; 3 Weeks Ago at 06:56 PM.
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Old 3 Weeks Ago   #10
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I don't know what i will use to kill you.
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Old 3 Weeks Ago   #11
eblu
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obviously this was going to be the next step in slope development. now all we need is angles facing forward/backward from the camera but that's obviously going to require way too much spriting work.
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Old 3 Weeks Ago   #12
GameBoyTM101
 
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Honestly, once UDMF drops, this should be vanilla. It's gonna be weird to have angled scenery yet not have player sprite rotation to match.
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Old 3 Weeks Ago   #13
DylanDude
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Definitely going to make use of this for some 2D levels.
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Old 1 Week Ago   #14
Maestro
 
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Doesn't work quite right in splitscreen. The angles seems to be based on player 2's perspective or something.

Not a huge deal or anything, but it's worth pointing out.
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Old 3 Days Ago   #15
Golden
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Unfortunately this is, from my understanding, unfixable. The way this script works is modifying a variable called "mo.rollangle" to rotate everyone against the slope they stand on based on where the camera is viewing them from. This bug is unfixable (in Lua) because characters can have only one "mo.rollangle" per instance, or window of SRB2. This means that Sonic will always be angled the same on splitscreen, regardless if on Player 1's view or Player 2's view. The reason this script works within netgames is because each player in a (vanilla) SRB2 netgame is a different instance of SRB2, so each player in a netgame can be angled correctly for each player in it.

Also, the reason it shows Player 2's angled perspective is because Player 2 is processed after Player 1 within SRB2 itself, so it calculates the angles for Player 2 and shows the result on both screens.

If, however, someone were to find a way to fix this, either within sloperollangle, or within SRB2 itself, be my guest. If you fix it within sloperollangle, please send a PM so I can update it here and credit you for your work!

EDIT: Added some more contextual info.
EDIT: Correct some wording.
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Quote:
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Last edited by Golden; 3 Days Ago at 06:54 AM. Reason: Correct wording
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