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Nasya The Weightless - V1.3.1 - Super Nasya! (and some other stuff) Details »»
Nasya The Weightless - V1.3.1 - Super Nasya! (and some other stuff)
Version: 1.3.1, by Princess Draykon (Plush Princess) Princess Draykon is offline
Developer Last Online: Aug 2020

Version: SRB2 Rating: (3 votes - 3.60 average)
Released: 02-08-2020 Last Update: Never Favourites: 5
Characters SOCs Scripts Re-Useable Content Sprites/Graphics

It turns out Lua is harder than I thought.

Nasya the Weightless is a highly transformative character who is unaffected by normal gravity. She does not run or jump like other characters. Instead she can only kick off the ground or walls to propel herself into the air. She is very difficult to control, but when handled correctly can soar over levels at incredibly high speeds. Well, it might be easier just to try playing her than to explain.



  • If you tap the movement keys the moment you hit the ground, you will redirect your momentum towards your new direction, and gain a little speed. (You'll know you got the timing right if you see a bursting star effect)
  • If you hold the jump key instead, you will charge up a jump with your stored momentum. Time releasing the button with the direction indicator to control your jump angle. Gain stupid amounts of height by aiming straight up.
  • If you're too early or too late on either of these inputs, you will still move, but considerably slower, and you won't redirect your momentum.
  • If you hit a wall while in the air, you will cling to it. Touching a wall is the same as touching the ground to Nasya, and you can keep your movement chain going this way. (Though the timing for walljumps is a bit tighter...)
  • If you press the spin key in the air, you can perform a twirl attack. This is your only means of damaging enemies, and can also break blocks. (Nasya is considered a 'strong character,' and can also break blocks beneath her. The latter is necessary for DSZ2 to be beatable >.>)
  • If you press the jump key in the air, you will begin tumbling down at normal gravity. This is particularly useful if you find yourself slowly drifting high in the sky after botching your timing. You can't walljump while tumbling, but you can return to antigravity by pressing the jump key again.
  • As of 1.3, you can now bounce off of death pits up to three times per jump. Use this to tell Aerial Garden to go fuck itself.


Advanced Tips:
Spoiler:

  • The difference between Nasya when you're flopping around unfamiliar with her and Nasya when you're using her tools effectively is huge. Don't be surprised if a section that seems impossible for her at first can actually be cleared in a few seconds.
  • Because of how she redirects momentum, Nasya doesn't need much space to get up to high speeds. Just bounce back and forth faster and faster before using jump to shoot off into sky.
  • "Unaffected by gravity" includes reduced or inverted gravity such as underwater or in Egg Rock. Nasya will control the same no matter the environment.
  • The tumble is your key to controlling your movement through the air. Time it correctly to land on platforms, hit the ground more often to gain more speed, or just avoid flying off into space.
  • Quickly double-tapping the jump key from a standstill is your most reliable way to inch forward. Also handy for if you need to fall down holes.
  • Switching between flying and tumbling is possible even when launched from things like springs. Use this to control how much height you get out of level objects. Just remember to be in flight mode when you hit the wall if you want to keep your speed.
  • Nasya thrives on disrespecting the level design. Use your jump at high speeds to soar right over that Doctor Wiley shit. Tails WISHES he was this nonsense.
  • Nothing significant happens when you beat Brak Eggman with all seven chaos emeralds, so don't even try.




Known Issues:
Spoiler:

  • Because she basically has her own physics, a lot of level gimmicks will interact strangely with her. I've fixed most of what I know of, but always be on the lookout.
  • Her frames are prerendered. I actually think they look alright, but I have garbage taste.
  • If you cling to a moving wall, and then it moves out of the way, you'll float. (Or is it actually a feature because antigravity? 🤔)




Changelog:
Spoiler:

1.3.1 -


  • Fixed a small animation glitch with the thoktwirl.


1.3 -


  • So much stuff holy crap. I've bolded what I consider the most important changes.
  • Improved analog/simple mode support thanks to a code snipped from Rumia. You can now Nasya diagonally.
  • Walljumping is now MUCH more consistent thanks to me finally figuring out how to make effective use of the MobjLineCollide hook. You should no longer get stuck on ceilings either.
  • Balance wise, you can no longer walljump off of thok barriers or anti-echidna walls.
  • Walljumping now gives you a full 360 degree angles to work with, making it much easier to recover from a bad wallcling. The angle indicator also more accurately reflects the angle and speed you'll travel at.
  • To make up for fixing clinging to skyboxes, you can now bounce off of death pits up to three times per jump. The counter is reset by landing or wallclinging.
  • SUPER NASYA - Collect emeralds and rings as usual, then press either jump+spin simultaneously or custom3 to go super. Super Nasya has dramatically increased midair control, infinite death pit bounces, and can smack enemies with the Sun.
  • Rumor has it that sharing power with a certain Mystic hedgehog might alter this form somewhat... (Thanks to Goldenshine for helping me figure out exactly which variables to play with for this!)
  • Added more frames to the tumble and twirl animations.
  • Tweaked a couple sprites to be slightly less crusty. Only slightly.
  • New Shield Abilities - Collecting most shields will alter Nasya's twirl ability slightly.
  • Elemental shields increase the radius of her twirl.
  • Electric shields make the twirl more spammable.
  • Double jump shields give Nasya a small amount of height with each twirl.
  • Force shields let Nasya thok.
  • Post-upload anxiety AAAAAAAAAAAAAAAAAAAAAAAAA
  • Added real damage frames now that GET DOWN has stopped being funny. You can still escape out of your damage frames to quickly recover in midair with the jump key.
  • Fixed RVZ gimmicks for realsies this time.
  • Removed references to S_SKIN stats to improve compatibility with physics altering mods.
  • Fixed some obscure oddities by moving the twirling code to PlayercanDamage.
  • Nasya's ending is now a bit more interesting than the default emerald fireworks.
  • Some other nonsense not worth mentioning in this post.



1.2 -

  • Taking advantage of 2.2.1 features, Nasya now has 16 angles for most frames! Hurray for prerendered sprites!
  • This isn't actually a feature of the mod, but 2.2.1's drop shadows work super well with Nasya. If you had trouble with her before, I suggest trying her on the new version. It helps a lot!
  • As long as I was rerendering all the frames, I adjusted her colorability to work more like other characters.
  • Also added NIGHTS and Idle frames. Her hair now animates during some animations as well.
  • Implemented some of Rumia's suggestions for fixing stage gimmicks. Nasya now has the ability to just jump like a normal person when being pushed by DSZ currents, hanging from ACZ ropes, or standing on RVZ rocks. This should put most stage gimmicks in the "workable" category.
  • Because it's funny to me, she still reacts to tornadoes by GET DOWN Yureru mawaru fureru setsunai kimochi~
  • Attempting to walljump towards a wall will now cause you to jump parallel to the wall. This generally feels a lot better, but you may run into some weirdness when you appear to cling to a wall at the wrong angle.
  • Her midair control has been significantly increased. This should mitigate some of the frustration of losing all your speed and being stuck drifting in the air.

1.1 -

  • Doubled the timing window for keeping your speed while stepping or jumping.
  • Added a small graphical effect to indicate your charge level. (Thanks Ikkarou Tatsuru for the suggestion!)
  • Completely reworked the jumping. You now hold the button instead of tapping it, causing a direction indicator to bounce back and forth. It's a bit trickier to go the way you want now, but you don't have to mess with weirdness from the renderer.
  • Fixed a bug related to controller input. (Thanks Frostiikin for helping me test this!)




Special thanks to Kays on Discord for the linedef-detection code that forms the basis of the wallcling ability. (Why does an object that just hit a wall not know which wall it hit exactly??)

Download Now

File Type: pk3 VSCL_Nasya-v1.3.1.pk3 (1.10 MB, 626 views)

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Comments
Old 06-17-2020   #22
MADVAL2
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Never knew that depressed catgirl got an update
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Old 06-17-2020   #23
Icarus
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I may give this character another shot.
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Old 06-18-2020   #24
Golden Shine
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...you know I had to.

This feels alot cleaner than before! The extra air/walljump control makes controlling Nasya much times easier than before, and praise jesus for the Force Shield. She still has this huge learning curve and punishes you harshly for imperfect play, but it feels less as if the learning curve comes from compensating for awkwardness. And it feels incredibly rewarding when you're consistently picking up momentum which is definitely the best thing about her and makes her worth learning.

It IS strange to see so many frames of animation after getting used to the usual quota...but still, she's definitely my favorite flying cat dominatrix on the MB!
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Old 06-18-2020   #25
ThatAzazelFire
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I really want to see this Character as unique sprites sometime.

Other than that. She's hard to learn but fun to play once you know




... don't fight Castle Eggman's boss with her.
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Old 06-19-2020   #26
softchassis
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She feels and looks great now. Probably my favorite original character on the MB, mechanically and otherwise.
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Old 06-19-2020   #27
Boost
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This is amazing
The one thing that threw me off is that walljumps now start at a downwards angle and the angle spins in the direction opposite of normal jump
I kinda figured it's to help with walljumps when you're facing the wall, but...
1) The fact that it starts with a downwards direction completely kills the moments where you need to jump off quickly with some sort of hazard beneath you. Even if death pits no longer kill instantly, that's pretty much -1 safety bounce.
2) It pretty much cancels the jump if you're facing anything but the wall you latched onto

Last edited by Boost; 06-19-2020 at 09:44 PM.
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Old 06-20-2020   #28
Princess Draykon
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Just uploaded a quick hotfix. Turns out I broke the animation for the thokTwirl at the last second without noticing. The actual gameplay is still more or less the same, but the stars shouldn't freak out anymore.
Also fixed a thing with the filename. I wouldn't read too much into it.




Quote:
Originally Posted by Boost View Post
This is amazing
The one thing that threw me off is that walljumps now start at a downwards angle and the angle spins in the direction opposite of normal jump
I kinda figured it's to help with walljumps when you're facing the wall, but...
1) The fact that it starts with a downwards direction completely kills the moments where you need to jump off quickly with some sort of hazard beneath you. Even if death pits no longer kill instantly, that's pretty much -1 safety bounce.
2) It pretty much cancels the jump if you're facing anything but the wall you latched onto
It was mainly to address an annoying situation I frequently ran into where I'd smack into a low ceiling and lose all my momentum. But yeah, sacrifices had to be made. It's a tricky balance to find.
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Old 06-20-2020   #29
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i want to preface this by saying that i very much see the effort put into this wad,i love the story bits, it always left a smile on my face, and while it isnt super amazingly writtten, i find it really endearing. im also in theory down with the gameplay, i have always wanted a character that is based on flight, the only other character i can think of that has that kinda is silver (without counting vanilla).

But i unfortunately couldnt finish a campaign with her because of one part, the boss in egg castle.
its not necessarily because of difficulty since i really do like a challenge and the rest was being super fun, i was really into it, but this boss broke me.I had all of the chaos emeralds, and the continues from them, since i felt i would need them, and i wasted them all. this boss shows all of her weaknesses and its so frustrating that (and im sorry for getting serious) that i had an anxiety attack and hyper ventilated. honestly kinda suprised no one has mentioned him (i might be an idiot and im doing something wrong, but i dont think so)
i dont mean to say that its your fault god no, but i would say that this boss, sorry for being pushy, needs a change. i wont focus on the reasons why its terrible, because i would be here all day, so ill try to give solutions i guess.

i think that at most when the cages open from hitting the buttons it should stay open, period, because the timing on it is cleary designed for different characters. im not saying its impossible, i can see people doing this boss, but in my opinion he seems to require perfection, and thinking of the other bosses i dont think they would require that to the same extent, its a humungous difficulty spike. i would also like the final phase to not be there, but that seems way too much honestly.

i know that this wad was already hard to code but i really do think it would benefit from this change, and perhaps changes to the character as a whole, but i havent played her enough to feel confident saying that. for now i just cant play her, but ill be checking to see her changes, because i really do think she has potential , heck i even made an account just to talk about her, thats says something.

hope you dont mind the overly long rant, thank you for reading (sorry if theres bad grammar, not the best at writting)
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Old 4 Weeks Ago   #30
Princess Draykon
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Quote:
Originally Posted by Jexus View Post
i want to preface this by saying that i very much see the effort put into this wad,i love the story bits, it always left a smile on my face, and while it isnt super amazingly writtten, i find it really endearing. im also in theory down with the gameplay, i have always wanted a character that is based on flight, the only other character i can think of that has that kinda is silver (without counting vanilla).

But i unfortunately couldnt finish a campaign with her because of one part, the boss in egg castle.
its not necessarily because of difficulty since i really do like a challenge and the rest was being super fun, i was really into it, but this boss broke me.I had all of the chaos emeralds, and the continues from them, since i felt i would need them, and i wasted them all. this boss shows all of her weaknesses and its so frustrating that (and im sorry for getting serious) that i had an anxiety attack and hyper ventilated. honestly kinda suprised no one has mentioned him (i might be an idiot and im doing something wrong, but i dont think so)
i dont mean to say that its your fault god no, but i would say that this boss, sorry for being pushy, needs a change. i wont focus on the reasons why its terrible, because i would be here all day, so ill try to give solutions i guess.

i think that at most when the cages open from hitting the buttons it should stay open, period, because the timing on it is cleary designed for different characters. im not saying its impossible, i can see people doing this boss, but in my opinion he seems to require perfection, and thinking of the other bosses i dont think they would require that to the same extent, its a humungous difficulty spike. i would also like the final phase to not be there, but that seems way too much honestly.

i know that this wad was already hard to code but i really do think it would benefit from this change, and perhaps changes to the character as a whole, but i havent played her enough to feel confident saying that. for now i just cant play her, but ill be checking to see her changes, because i really do think she has potential , heck i even made an account just to talk about her, thats says something.

hope you dont mind the overly long rant, thank you for reading (sorry if theres bad grammar, not the best at writting)

This is something I've thought long and hard about. I mostly agree with your assessment tbh, I'm just not sure if replacing the boss entirely is the right solution. For now, I've gone ahead and uploaded this:


It shows my strategy for beating this boss, and might help out anyone who's struggling.



In other Nasya-adjacent news, I'd like to shout out Rumia's Classic Physics WAD, which has some hardcoded exceptions for Nasya specifically. It makes her a lot easier to move while in the air in weightless mode, and generally makes her loads more forgiving. I decided against including her changes in the main Nasya release for various reasons, but if you're looking for "Nasya Easy Mode" it's pretty good.


Lastly, someone asked for a Nasya reference sheet for some reason? So I threw one together real quick:
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Old 2 Weeks Ago   #31
BlueZero4
 
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I really enjoy Nasya, except that I'm bad. Especially at boss fights.

At one point, I tried playing Nasya in Simple Mode (analog). It *almost* worked fine.

My one problem in analog mode was: When charging a jump, I want to use the control stick to change the direction of my jump before I release it. Inputting a directional input during a jump charge interrupts the charge and creates a directional step instead.

I'm 100% a controller user, and all other functionality in all other modes worked fine for me. (Mostly I play strafe/legacy.)
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Old 2 Weeks Ago   #32
BlueZero4
 
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I just had an awful time trying to play Nasya in a 2D section. I can't seem to kick forward and gain momentum. I tried Strafe, Standard, and Simple. Am I doing something wrong?
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Old 1 Week Ago   #33
Princess Draykon
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Quote:
Originally Posted by BlueZero4 View Post
I just had an awful time trying to play Nasya in a 2D section. I can't seem to kick forward and gain momentum. I tried Strafe, Standard, and Simple. Am I doing something wrong?
This is another casualty of completely rewriting the character physics. 2D mode still 'works,' but you have to input forward and back instead of left and right. It's definitely on the list, of things to fix in a future version. >.>
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