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Silver The Hedgehog [V2.6] Details »»
Silver The Hedgehog [V2.6]
Version: 2.6, by Lat' (Absolute territory where) Lat' is offline
Developer Last Online: Sep 2020

Version: SRB2 Rating: (16 votes - 4.63 average)
Released: 02-08-2020 Last Update: 02-17-2020 Favourites: 23
Characters Scripts

Silver leaps through time to once more end up in our cursed timeline!
But this time, he's got a whole 300 something polished up sprites, some suntan, and has honed his telekinetic powers!



Abilities & Tips:
  • Float: Double jump and hold jump to float. You can start floating again after letting go if you still have energy.
  • PsychoBoost: While floating, tap spin to start boosting forward. You can adjust your height with the movement keys. In this state, you will destroy spikes, floors, walls and weak enemies. Be careful, this ability uses a lot of energy up!
    • Tip: If you hit the floor while using Psycho Boost, you will start spinning.
  • Telekinesis: On ground, tap spin near targets (marked by a teal arrow) to lift them. Press spin again to toss them. If more targets are nearby when you throw, they will automatically home in to deal damage.
    • Tip: You can use the Ringslinger weapon select buttons to throw individual objects. You can also drop them by tapping Toss Flag.
    • Tip: Holding Toss Flag will enable friendly Silver players to grab you and even use you as projectile! You can press Toss Flag again to be let go off.
Be mindful, all of those abilities use your energy meter to a varying degree. This meter will recharge on its own over time if you aren't using your abilities.

Shield Abilities:
Silver cannot use regular Shield abilities. Instead, they will enhance his Psycho Boost!
Spoiler: List of shield abilities

Whirlwind (passive):
Drastically increase the vertical angle cap of the boost, allowing Silver to travel much higher than usual.

Attraction: Magnet Dash:

After activating your boost, press spin again to dash towards nearby enemies. You can hold spin to keep chaining enemies if they are near one another!

Elemental: Dash Plummet:

Drastically increase the downwards angle cap and speed. Hold down to plummet to the ground and destroy enemies near you as you land. You are also immuned to wall bumps when going down.
You are also able to dash at full speed underwater.

Force: Force Hold:

After dashing, press and hold spin again to halt all your momentum. You can turn and adjust your vertical angle while on hold, and the energy cost is drastically reduced. Let go off of spin to redirect yourself in your chosen direction.

Armageddon: Dash Blast::

Your boost will constantly be at the maximum possible speed. Hitting a wall will detonate the shield and stun you.

Thunder: Magnet Pull:

Pulls nearby enemies into you, damaging them.

Flame: Flame Dash:

Increases your maximum boost speed as if you had constant Super Sneakers.

Bubble: Plummet Bounce:

While dashing, hold down to plummet to the ground similar to the Elemental Shield. Upon hitting the ground, you will bounce back up and will be able to start floating again.


Spoiler: Screenshots!










Spoiler: Changelogs & Modding support information


2.5 (10/07/2020)
  • Added brand new Shield Abilities for Silver. Check the OP for details!
  • Silver config is now automatically generated and updated in luafiles/silverconfig.dat
  • Fixed an issue with score being awarded in BattleMod when it shouldn't have been.

2.4 (23/05/2020)
Fixes:
  • Fixed an oversight where thrown objects would consider any other object as solid on contact and get damaged. Only Solids, Enemies, Shootables and Missiles will count as collision now.
  • Fixed an error in the NiGHTs code which resulted in a warning and drill afterimages not matching the player's roll angle.
  • Fixed the NiGHTs drill sprites being of inconsistent sizes which caused horrible jitter with rotsprite.
  • Simple Mode controls (or lmaogalog) can now use strafe keys to turn while using Psycho Boost. (This is a hack and is not 100% accurate with the actual turn keys)
  • Simple Mode controls (or lmaogalog) will no longer make you activate Psycho Boost backwards if you were holding down to go down before activation.

2.3 (10/04/2020)
Fixes:
  • Fixed a game freeze involving Fang dying from his own bombs thrown back at him.
  • By extension, this should fix some cases where missiles thrown don't die or continuously die on another object.

Battlemod:
  • Regular thrown objects no longer damage players with 1 DEF or more and will knock them back instead.
    • Projectiles thrown back at you will however use their own properties to check whether or not you should be damaged.
  • Thrown objects only home in for 10 tics (About 1/3rd of a second) instead of a full second.
  • Fixed an issue where Silver could grab Tails' buzzes and bully him. That was fun while it lasted.
  • Silver can no longer grab Amy's love hearts.

2.2 (28/03/2020)
  • Battlemod:
    • Fixes:
      • Fixed Silver's projectiles not functionning at all in BattleMod.
      • Fixed Ringslinger abilities not working at all in Ringslinger gamemodes if BattleMod was added.
    • Balance changes:
      • Psycho Shock base speed changed from 24 to 32. It should land more reliably.
      • Psycho Boost now gets melee priority depending on how fast it's going, starting at 1 attack 1 defence, all the way up to 4 attack and 4 defence.

2.1 (24/02/2020)
  • Fixes:
    • Fixed Silver's aura colour being wrong because of 2.2.2's new colours. This should now be future proof thanks to R_GetColorByName.
    • Fixed interactions with the Skim enemies.
    • Fixed a small ringslinger oversight.
  • Psychokinesis:
    • Thrown item speed changed from 55 to 75
    • Thrown items now target the center of their targets rather than their Z position. This should make throws against moving targets much more likely to land.

2.0 (17/02/2020)
  • General:
    • Critical energy level increased from 1/5 to 1/4 max energy.
    • Modified some sound effects.
    • Added silverconfig.cfg (Included in the OP's download)
      • /!\ Place this file in your SRB2 root folder, or it won't run. /!\
      • This config file will run as soon as Silver is added and allows you to set your playstyle:
      • 'silv_auracolor <colourname / colournumber>' Sets Silver's aura colour for multiplayer games. Set it to -1 or 'Opposite' to use your current skincolour's opposite colour.
      • 'silv_invertflight <On/Off>' Inverts the vertical axis for Silver's Psycho Boost. You can now play plane simulator and insult air control.
      • 'silv_throwall <On/Off>' Reverts the Telekinesis to the old behavior where all objects are thrown at once by default.
      • 'silv_norollangle <On/Off>'. If set to On, disables sprite rotation on grabbed objects, which makes for a performance boost on weaker machines.
      • Technically speaking, any other cvar can be set in here to adapt Silver's playstyle to your needs.
  • Float:
    • Fixed an oversight where landing on a Spring after dropping from a Float would leave you in your falling frames and wouldn't start energy regeneration.
  • Psycho Boost:
    • Added the 'silv_invertflight' command to invert flight controls. Check the Silver Config section above for more information.
    • Psycho Boost now bumps off sturdy enemies such as the Castle Bot Facestabber.
    • Fixed collisions with spikes and monitors not taking the Z axis into account properly.
    • Psycho Boost now bumps off solid objects instead of hugging them.
  • Telekinesis:
    • Telekinesis now uses searchBlockmap instead of the old table method, which greatly improves performance overall.
    • Grabbing multiple objects only costs a fixed 1/4 max energy instead of a variable amount.
    • Telekinesis now defaults to throwing objects one at a time.
    • The delay for throwing objects has been almost nullified. A 1 second delay is still applied after you throw the last object.
      • This creates a way more dynamic combat gameplay for silver where the player is more in control of their individual shots.
    • Single throws now display secondary targets for the remaining items you can throw.
    • Single throws now properly prioritize the target closest to Silver instead of targetting whatever they felt like.
    • Thrown objects now destroy walls.
    • Fixed the Crawla Commander not abiding by the throw's momentum.
    • Fixed the Pointy's spikeballs not following along when it was thrown.
    • Fixed the psychic overlay being offset incorrectly when using models.
  • Ringslinger
    • Silver will begin losing energy after holding a player for too long
    • Added support for CBW's Battle Mod.
      • In this mod, Silver is unable to grab players by default. He must instead use his new ability, Psycho Shock, a chargeable projectile that will render any player it hits vulnerable to being grabbed for a few seconds. Charging the projectile will increase its explosion radius, potentially making multiple players vulnerable to Silver's grab.
  • Modding:
    • Added 'boostbump = (boolean)' field to TKextra tables. If true, Silver will bump out of his Psycho Boost state when hitting that object as if he hit a wall.
    • Added 'boostcf = function(mobj_t silver, mobjt_t bumpedobject)' function to TKextra tables. This will run once when Silver bumps off an object. Will not run if boostbump isn't set.
    • Added a scale field on Silver's idle objects as the 3rd index of the table. FRACUNIT is the default scale, FRACUNIT/2 will be half of the player's scale, and so on.

Initial Release (08/02/2020)
  • General:
    • Sprites have been remade from scratch and greatly improved upon!
    • Silver's stats are now normalized to be the same as everyone else. He still has a higher jump.
    • Greatly improved visual effects for Silver's abilities
    • Brand new, more modern sound effects for Silver's abilities
    • Added the 'auracolor <colorname / integer>' command which can change the color of Silver's visual effects. For instructions, supply no arguments.
  • Psycho Boost
    • Initial momentum is now fully kept when activating Psycho Boost. Running starts now actually matter!
    • More momentum is kept when the Psycho Boost ends. (2/3 instead of 1/4 previously)
    • Psycho Boost can now break floors. Enables Silver not to get stuck at some point of the campaign.
    • The upwards vertical angle cap has been reduced. Downwards is untouched.
    • Hitting the floor while boosting will make Silver spin instead of slide. Functionally, this is the same thing, but allows greater interactions with slopes.
  • Telekinesis
    • Arrows now show up on targets to show you what you're aiming at
    • Monitors can now be auto aimed at
  • Ringslinger
    • If Silver takes damage, a delay is set to prevent him from firing back straight away.
    • Reduced delay when grabbing a player from 2.5 to 2 seconds.
    • Psycho Cuts now have a smaller hitbox
    • Psycho Cuts can now destroy monitors
    • Can no longer fire while a delay is active
    • Weapon pickups and max ammo were drastically increased
    • Individual weapon changes:
      • Automatic: You can now hold the button to fire a constant stream of cuts
      • Scatter: Hitbox size made consistent with every other cut. Fixed an error related to firing on walls
      • Grenade: Now drops speed over time and explodes after 6 seconds. It will also bounce on walls.
  • Modding:
    • TBA: Wiki page containing the information below in a cleaner form if demand is high enough
    • Keep in mind that these are only intended for use if the default behaviors don't satisfy you, they are in no way required for your mod(s) to support Silver
    • For custom HUDs, there is now a function to draw Silver's energy bar anywhere you want!
      Use
      Code:
      silv_drawBarHUD(drawer v, player_t p, int x, int y, int maxbarlen, int flags)
    • You can now add custom sprites to Silver's Idle animation.
      Use 'silv_addIdleSprite(table)' and 'silv_addRareIdleSprite(table)'
      The format to do so is {SPR_SPRITE, FRAME}
      For exemple, if I wanted to add a rare object where Silver grabs a default player frame;
      Code:
      silv_addRareIdleSprite({SPR_PLAY, A})
    • You can now add entierely new custom behaviors for objects interacting with Silver's Telekinesis and Silver in general with 'silv_addTKextra(int mobjtype, table t)'. The syntax is as follow, for exemple:
      Spoiler: Large code and exemple

      Code:
      /*
      local properties = {
      	// telekinesis properties:
      	nograb 	 	boolean,	// sets whether the object can be grabbed
      	noaim 	 	boolean,	// sets whether the object can be aimed at with throws
      	noroll 		boolean,	// if true, rollangle will not be applied when this object is grabbed
      	killonwall 	boolean,	// if true, the object will be killed when thrown at a wall regardless of hitpoints
      	killonfloor	boolean, 	// if true, the object will be killed when thrown on the floor regardless of hitpoints
      	nodamage 	boolean, 	// if true, the object cannot be damaged by throws
      	
      	shield =	mobjtype,	// MT_ constant expected to be the shield mobjtype held in mobj.tracer. 
      							// mobj cannot be grabbed for as long as their shield is valid. Used for Crushstaceans and Egg Guards.
      	
      	// silver specific properties:
      	bossdamage = boolean,	// if true, silver cannot use Psycho Boost or his spin jump to damage this enemy
      	msondamage = boolean,	// used specifically for Metal Sonic. Lets silver damage the boss through normal jumps only if MF_SHOOTABLE is not applied.
      	
      	// telekinesis related functions:
      	grabf 	function(mobj_t mo, mobj_t grabber)
      				-- runs continuously while grabber is using telekinesis on mo
      			end,
      	
      	throwf 	function(mobj_t mo, mobj_t thrower)
      				-- runs contunuously while mo is being thrown by thrower
      			end,
      	
      	resetf 	function(mobj_t mo)
      				-- runs once when mo is being reset from Telekinesis status (after a throw or being let go off of).
      			end,	
      
      	shieldf function(mobj_t shield)
      				-- runs once the frame where the shield is being grabbed.
      			end,	
      }
      
      silv_addTKextra(MT_MOBJTYPE, properties)
      */
      
      -- exemple:
      local prop = {
      	nograb = true,
      	bossdamage = true,
      }
      silv_addTKextra(MT_BLUECRAWLA, prop)
      -- The above will result in every crawla being impossible to grab and damage physically for Silver.



      It's also possible to supply an empty table with the function, which will enable the object type to be both grabbed and thrown at with no additional properties.

      Although it's also possible to directly edit the 'silv_TKextra' table, using this function will ready the Hooks necessary to get your objects to work properly, as well as check each existing field for userdata types to avoid errors.
      NOTE: This will not work if the mobjtype in question has MF_NOTHINK, MF_NOCLIP or MF_SCENERY defined in their mobjinfo as these are skipped when checking for grabbable / aimable objects
    • WARNING: Make sure to use a ThinkFrame to ensure the proper loading of your object modification / idle sprites addition, here is a non exhaustive exemple of a way to do it:
      Spoiler: exemple

      Code:
      local added		-- flag that checks if we've already added our properites
      
      local function addsilverstuff()
      	
      	if not added		-- check if we haven't already added the data.
      	and silv_addTKextra	-- this checks if silv_addTKextra exists, AKA if Silver has been loaded
      	
      		-- custom properties / idle sprites go here.
      		-- do NOT use P_Random functions here, as the properties here need to be synched.
      	
      		
      		added = true	-- set this flag to true
      	end
      end
      
      silveraddstuff()	-- attempt to load properties on addon load. If Silver was already added beforehand, this saves us the troub
      if not added	-- we failed to add the data on script load
      	addHook("ThinkFrame", do
      		addsilverstuff()
      	end)
      end
      -- So then we'll try to load it every frame until it works. This is the least desirable outcome but ultimately has no impact



Spoiler: Known Issues. (Yes, there are some)
  • Splitscreen is only partially supported. Many visuals and HUD elements will not display properly under certain circumstances (Mostly Ringslinger related). Nothing I can do to my knowledge.
  • Lua amper the stability of larger netgames, so you may experience more frequent synchronization failures / netgame-specific framerate drops.


I grant explicit permission to STJr to port this character going forward should I not be here to do it myself or unreacheable for another major release.

Credits:
  • Snu : Spriting (and motivational) assistance (touch ups)
  • MotorRoach : Spriting assistance (original standing rotation / character select portrait)
  • Inazuma : Spriting assistance (character select animation)
  • zxyspku : Spriting assistance (walk animation)
  • Q.T.D. : Spriting assistance (idle stance)
  • Look I can't list all the testers this would get too long, but you know you're listed there if you helped!

Download Now

File Type: pk3 VCL_Silver-v2.6.pk3 (817.3 KB, 7652 views)

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Comments
Old 03-31-2020   #62
CobaltBW
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I've been noticing some serious net consistency irregularities with Silver loaded; I can't confirm 100% that it's him, but it seems to be more prevalent in servers where Silver is loaded, and I think it's possible it may have to do with some aspect of his telekinesis.

I don't know what your future plans are regarding the character, but if it's of any use, here's an analysis of what I've seen from Silver since he's been updated.

Spoiler:
Playing with and against him in Battle, I have to say his actual gameplay seems pretty polarizing. Silver as a character is highly resource dependent, and this naturally results him being amazing on some maps, terrible on others; with some decidedly average matchups in some cases, yet completely shutting down other characters. Tails, for instance, is punished simply for existing, since his gameplan revolves around active hitboxes that Silver can exploit. Afterburn from elemental shields are free ammunition in droves. Ironically Fang has one of the better matchups due to his high rate of fire, but this advantage is almost entirely mitigated if Silver brings something to throw before engagement.

One issue that ought to be taken into consideration is that Silver is effectively unapproachable if he is holding an object. The high travel speed of thrown objects and the strong homing property basically makes it so that Silver's primary ranged attack is undodgeable for most characters.

Without the strength of projectiles and monitors readily at hand, Silver is decidely unwieldy as a result of his complex move set, and the addition of the ring ability means there's even more to keep track of when playing. Credit to where it's due, as it can't be disputed that Silver has a high skill ceiling. I believe the intent was to make Silver weak at actual melee, and while to some extent he is, he is also quite mobile, and if he has access to resources then this weakness is largely mitigated.



It's difficult to say what would be necessary to stabilize Silver's strengths and weaknesses, but I think there are a few options.

A) A good starting point would likely be to remove the ability to carry around monitors in Battle and see if this doesn't fix some of the synch issues. Net stability concerns aside, the issue with monitors is that maps come in all shapes and sizes and monitor distributions; a map with many monitors necessarily biases in Silver's favor.

B) The second thing would be to slow down the speed of thrown projectiles and either remove or reduce the strength of their homing property. This nerfs the throw action more generally by making it less reliable and allowing players to dodge with good movement.

C) Lastly, you could consider making it so that thrown projectiles clash with melee attacks and force players into skid animation. This is the route that I have taken with a number of projectiles that certain vanilla characters have access to (Tails' buzzes, Amy's hearts, Fang's popgun corks) and what it effectively does is level out conflicts by forcing Silver's thrown items to follow the rules of melee engagements.

Doing one or a combination of these things would effectively force Silver players to rely more on their core moveset and their ring actions. I would like to commend the action move itself; I think it's well catered to Battle's gameplay and justifies the sheer power Silver's grab has over players by demanding the user to earn it through effective projectile usage. If buffs were at all needed to compensate for thrown items being nerfed in a future update, you could consider tweaking the properties of the action or projectile to encourage Silver to use it more frequently; this would help him leverage more on the same resource everyone else uses in order to assert their dominance.
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Old 03-31-2020   #63
ChrisHedge
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I agree with Cobalt, as of right now Silver can either be really bad or really good and when he's good he's GOOD I still keep to the mindset that silver's current kit isn't all that bad.

- Throwing Items and people -
I do think that homing on thrown items needs to be reduced or cut entirely. the only characters who can reliably out speed thrown items are Sonic and Metal sonic in full boost. Also the ability to throw people should have some kind of counter play. I appreciate the ability to strafe and use abilities while thrown but for some characters they are left unfairly vulnerable. Amy, Sonic, Knuckles,Tails none of them can do anything if they get picked up. Maybe add some kind of an ability to mash out of a grab? I know in ringslinger you can just simply throw a ring at him with any character but since not every character has access to projectiles its really frustrating to get picked up and just simply be at silver's mercy (They never have any).

- Monitor Misplacing -
I like his ability to move around ring boxes it adds some mischief to his playstyle he can ruin people trying to jump around on the center item box in silver cascade specifically but (And this is speaking as someone with no programming experience) is there a way to make it so that moved item boxes are on some kind of a timer or make it so that upon throwing them into a pit they reset to where they were originally placed? I feel like if something like that is possible people wouldn't complain as badly about him being able to mess around with box placements possibly for the sake of simplicity it's tied to the item respawn timer? just spit balling.

- Psychic Energy -
One last thing as well. I think Silver's Psychic energy depletion should be increased (If mashing isn't added of course) when he's holding someone. I've had a lot of times where someone didn't have a game plan when they grabbed me and got to take me all the way over to a pit or something and I was unable to stop it because I wasn't playing as someone who could act out of being grabbed effectively I think this could also work well as a Battle only detriment for him carrying items and make him more of a character who needs to prepare for engagements properly instead of being able to run in guns blazing smacking everyone who looks in his general direction with item boxes and fire. Other than that he's a blast to play as usual though. This character is one of my favorites to play in 2.2 so far.
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Old 03-31-2020   #64
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Seeing the criticism, I'm deducing the best course of action is for thrown objects to only home in on the object's position when it was first thrown and only damage players who aren't spinning or doing any other action that grants them extra defence, as well as probably making it so they'd only home in onto the object's original position at the moment of the throw rather than continuously follow them. Effectively making them only hit unsuspecting targets

Player grabbing however won't be changed, this is something that has to be earned by a projectile that gives you ample time to run away and reposition yourself even if you've gotten hit (Silver is unable to use Telekinesis for an extra second after throwing it), so at this point, you deserve to take damage.
And even then, you can strafe out of a poorly thought out throw and land safely on the ground.
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Old 03-31-2020   #65
CobaltBW
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I'm personally okay with the lethality behind player throws as it stands, and I agree with the reasoning behind. The homing on the thrown projectiles was my biggest concern, and I think clashing with melee could make for some interesting gameplay.
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Old 03-31-2020   #66
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I think the punishment for getting hit by the orb is a bit too... insignificant. Silver can hold you in his grasp for years. It doesn't look right at all for me to just carry someone in my grasp for literally 10 seconds. In maps like Celestial Sanctuary, you just die as a punishment. With mashing out of telekenesis, like I don't know YOSHI'S MOUTH and DIRK'S FREEZE STUN it would make alot more sense. Right now I think the system is SUPER LAZY. I'm not saying Silver should be those other characters, and if you thought that for a second you're actually stupid and just not listening for the sake of not listening. Being absolutely helpless is not really fun at all, he should only be able to carry you for a max of 2 seconds, that's if you decide not to include mashing. Even with the nerfs you listed, I still don't think he'll fit in in Battle whatsoever. The whole reason you can mash out of Yoshi's mouth, and that it doesn't work if you're in spin form, is because he'd be super powerful in maps that have death pits. Telekenesis on players sounds pretty powerful in CP, you can throw them all the way to the other side of a map, OR you can just throw them at a pit. If you didn't aim the psycho throw, it's your fault. You shouldn't list "players can throw them on the grodund so i tsb alanced tho" that's a horrible mindset. Again, it's not that hard to aim, why are you balancing this around the fact they'll miss. It just makes no sense. If you aim badly, it's YOUR OWN FAULT, not Lat's. Do you understand how degenerate throwing people off ledges is?

Oh and by the way, what's the point of the psychic energy meter if you're never gonna run out of it. It never depletes. EVER. I kinda agree with Chris Hedge about everything. About him changing monitor locations, yes that could be used well and be a nice strategic thing, but I think it's a problem, as monitors can be placed in areas that they'll never be found again, that and I don't think a blue monitor in red team's base is balanced. Silver is not made for Battle, it REALLY feels this way.

Last edited by Zanda_Sama; 03-31-2020 at 08:51 PM.
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Old 03-31-2020   #67
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The homing projectiles really seem to make Silver absolutely busted on maps with a good supply of Monitors, all he has to do is grab 3 and just beat you senseless with them.


i personally agree with Cobalt, a change could be made where when it clashes with a melee attack it could do something. like knock it back, like a Ghast Fireball in a sense.
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Old 04-08-2020   #68
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Hey there! This is a bug report regarding to Silver and the Fang Boss.

Whenever Silver gets the fang bomb and you toss it = at Fang's last hit (in phase 2) to end the boss fight, the whole game crashes.

This happened when I was in Steven's server and a silver toss it at fang which killed the server and the game, it also happened with SSG3, but when he got the crash, he wasn't able to use his computer since the camera was using the mouse and that the game took his mouse away. I first thought it was a mac only until I did the same glitch again and it happened to me as well. (well it didn't took the mouse but it was still a problem.)

You maybe had the same report with SSG3, but I'm just writing this to inform you about the glitch. (and well Steven send me to you.)

Last edited by TonyBPRO; 04-09-2020 at 04:11 PM. Reason: Mistakes
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Old 04-09-2020   #69
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Just wanted to say how much I love this mod! The sprite work on him is just wonderful; love the way his ears and quills bounce a little when he walks. He's a blast to play, too - using his Psycho Boost to reach crazy places feels cool - like some Knuckles-only areas for extra challenge, especially in Azure Temple! Definitely my favorite character to play in SRB2, awesome job!

Funny aside: I was bringing a monitor over to my co-op partner and accidentally dropped it on them, killing them; whoops XD Didn't know that those would crush other players.
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Old 04-09-2020   #70
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It makes me sad to see how Sega are treating Silver... He's now just a side character, nothing more.
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Old 04-09-2020   #71
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Quote:
Originally Posted by Icarus View Post
It makes me sad to see how Sega are treating Silver... He's now just a side character, nothing more.
That's how every character that isn't Sonic is being treated, lol

Sega's problem is they don't know what to do with their franchise. So they're sticking with just Sonic being playable, because that's "safe".
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Old 04-10-2020   #72
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Originally Posted by CobaltBW View Post
That's how every character that isn't Sonic is being treated, lol

Sega's problem is they don't know what to do with their franchise. So they're sticking with just Sonic being playable, because that's "safe".
Exactly... even if the Avatar idea didn't sound too bad on paper but the whole "bring back classic Sonic" wasn't a good one...

SRB2 is basically what I wanted from a 3D Sonic game: several playable characters with their own abilities, all in the same maps and objectives (no treasure hunting or mech gameplay, just pure action stages where you have to go from point A to B with freedom of gameplay). Anyway Silver and Blaze deserved better from Sega, I'm glad those 2 are there in the game.
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Old 04-10-2020   #73
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tfw the update has been ready for 3 days but I keep forgetting to release it:

Version 2.3
  • General:
    • Monitors now respawn at their original location in multiplayer when possible granted that they've been destroyed.

    Fixes:
    • Fixed a game freeze involving Fang dying from his own bombs thrown back at him.
    • By extension, this should fix some cases where missiles thrown don't die or continuously die on another object.

    Battlemod:
    • Regular thrown objects no longer damage players with 1 DEF or more and will knock them back instead.
      • Projectiles thrown back at you will however use their own properties to check whether or not you should be damaged.
    • Thrown objects only home in for 10 tics (About 1/3rd of a second) instead of a full second.
    • Fixed an issue where Silver could grab Tails' buzzes and bully him. That was fun while it lasted.
    • Silver can no longer grab Amy's love hearts.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two

Last edited by Lat'; 04-10-2020 at 07:46 PM.
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Old 04-11-2020   #74
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i love this character thanks lat!
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Old 04-19-2020   #75
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Default Possible Telekinesis Bug

When I was running around having Silver as a partner, and using his telekinesis, it seems like it doesn't seem to like checkpoints at all. Retrying the stage won't do any good, as all movement other than spindashing is disabled.

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Old 04-20-2020   #76
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It seems like this happens to rings as well.
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Old 04-29-2020   #77
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I'm not sure if anybody has tried but does silv_addIdleSprite actually work?
I can't seem to get it to work.
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Old 05-23-2020   #78
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Hi, nothing major, just a bugfix update that adresses the last bug report here as well as betters the playing experience for users with the simple controlscheme.

2.4 (23/05/2020)
Fixes:
  • Fixed an oversight where thrown objects would consider any other object as solid on contact and get damaged. Only Solids, Enemies, Shootables and Missiles will count as collision now.
  • Fixed an error in the NiGHTs code which resulted in a warning and drill afterimages not matching the player's roll angle.
  • Fixed the NiGHTs drill sprites being of inconsistent sizes which caused horrible jitter with rotsprite.
  • Simple Mode controls (or lmaogalog) can now use strafe keys to turn while using Psycho Boost. (This is a hack and is not 100% accurate with the actual turn keys)
  • Simple Mode controls (or lmaogalog) will no longer make you activate Psycho Boost backwards if you were holding down to go down before activation.

Quote:
Originally Posted by Logan8r View Post
I'm not sure if anybody has tried but does silv_addIdleSprite actually work?
I can't seem to get it to work.
It definitely should be working. Refer to the template in the changelog/modding information of the release post, especially the part with the ThinkFrame to get stuff to load.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 06-08-2020   #79
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One issue you might want to consider fixing: When Silver throws an opponent in Battle Mode, he gains double the points, likely because the opponent gets 2 hit checks. Bringing this up because my friends have stated in our multiplayer sessions how this is a tad unfair.
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Old 07-10-2020   #80
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Small update.
Silver V2.5 (10/07/2020)
  • Brought back Silver's shield abilities from 2.1! Check the OP for details!
  • Silver config is now automatically generated and updated in luafiles/silverconfig.dat
  • Fixed an issue with score being awarded in BattleMod when it shouldn't have been.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 07-10-2020   #81
Whitus
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Aaaaand there's a bug found already. I was hosting SRB2 with Silver 2.5, and because of the silverconfig update where it's generated and updated in luafiles, people leave my server after 1 second. This also happened with someone else.
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