SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > Releases > Characters

Reply
 
Thread Tools
Nasya The Weightless - V1.2 Details »»
Nasya The Weightless - V1.2
Version: 1.2, by Draykon (Plush Princess) Draykon is offline
Developer Last Online: May 2020

Version: SRB2 Rating: (2 votes - 3.40 average)
Released: 02-08-2020 Last Update: Never Installs: 2
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.


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.




Known Issues:
Spoiler:

  • Because she basically has her own physics, a lot of level gimmicks will interact strangely with her. This is MOSTLY fixed as of 1.2, but always be on the lookout for weirdness. (Update: I've made it to RVZ with her! Pretty sure the game is beatable, but ERZ is looking oof)
  • Her frames are prerendered. I actually think they look alright, but I have garbage taste.
  • My internet is garbage and I have no idea what will happen in netmode but it's probably bad.
  • Her wallcling animation will sometimes point in the wrong direction. This can potentially throw off your walljumps when it happens as of 1.2
  • 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:



1.2 -

  • 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 VCL_Nasya-v1.2.pk3 (384.4 KB, 714 views)

Screenshots

Click image for larger version

Name:	srb20025.gif
Views:	2819
Size:	6.42 MB
ID:	26281   Click image for larger version

Name:	srb20006.png
Views:	1510
Size:	20.3 KB
ID:	26282   Click image for larger version

Name:	srb20005.png
Views:	790
Size:	97.3 KB
ID:	26283   Click image for larger version

Name:	srb20032.gif
Views:	3407
Size:	1.66 MB
ID:	26778   Click image for larger version

Name:	srb20033.gif
Views:	3300
Size:	28.3 KB
ID:	26779  

Show Your Support

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

Comments
Old 02-08-2020   #2
D00D64
Worst Ranked 'Kart Player
Moderator
 
D00D64's Avatar
Default

Welcome to releases!
__________________
The least skilled player on the Kart Krew dev team, but I try my best. Maybe someday...

My awful Twitter account

My also awful YouTube channel
D00D64 is offline   Reply With Quote
Old 02-08-2020   #3
Ikkarou Tatsuru
gametype man
 
Ikkarou Tatsuru's Avatar
Default

This is a pretty nice job, congratulations!
She's a pretty challenging character to master, and while her gameplay is quite unpolished, it's still promising in concept and has a lot of potential to be fun, which is something I believe you can do as you learn more about Lua. Here's some suggestions on what you can do:

- Her time window for inputs is way too small, making it difficult to maintain speed. She's gonna get a lot of help from drop shadows in the upcoming patch, but I believe you could give the player a little more time after she touches the ground for the next input. This is specially important for netgames, where performing precise inputs is already pretty difficult. Which takes me to my next suggestion...

- Get rid of mouselook for jump scaling. It's very flimsy, uncomfortable to use due to software distortion and very difficult to control the strength of the jumps through it. Change jump scaling to how long you hold the jump button when you land, within the slightly larger time window. Her thrust could also be slightly raised in general, since she tends to fling very slowly into space and it eventually becomes annoying to wait for her to land without having to cancel her jump altogether.

- Use better graphic cues for the time window for the inputs. The star could appear large around her and close in according to the remaining time for the next jump, and her jump could release smaller, spinning star particles instead. Just make sure to communicate the time window better somehow.

- Finally, you need to remap her sprites' color scheme in SLADE so she can change colors. You can probably get some help with that in the official Discord server.

These are all issues I believe you can gradually fix with time, so don't get discouraged. Once again, nice job!
__________________
the reason you can move after finishing the level in coop

Last edited by Ikkarou Tatsuru; 02-08-2020 at 05:13 PM.
Ikkarou Tatsuru is offline   Reply With Quote
Old 02-08-2020   #4
Golden Shine
Here to bring light!
 
Golden Shine's Avatar
Default

I....have never....had this much trouble.....beating GFZ or THZ.

It took me a long time to figure out how to use this efficiently. Maybe it's because I didn't play Gravity Rush which this is probably inspired from? Main reason why was mostly because I had to figure out how the movement worked and use it efficiently...WHILE having to deal with the timing thing. Once I learned it, had momentum and consistently great timing, this actually felt pretty fun and I can see the potential, but starting from scratch is an absolutely agonizingly slow and awkward hell.

I think it's mostly because the timing thing is probably too much for most to process on top of the extremely committal movement.(plus her getting stuck on things like slopes) High skill ceilings are great, but I wouldn't make players practically start over from scratch with any wrong input. Maybe remove the timing system altogether for the current system, and give players EXTRA speed for perfect timing, because she's rather slow as it is.

Very cool idea, but awkward to play atm.
__________________
Released addons so far:

(SRB2 2.1) ● SRB2 Metroid Edition(Samus.wad)
Golden Shine is offline   Reply With Quote
Old 02-08-2020   #5
Sinny33
Yes. Sonic and Gun exists
 
Sinny33's Avatar
Default

What animal is this character?
Sinny33 is offline   Reply With Quote
Old 02-08-2020   #6
Boost
Default

This is amazing... It was difficult to get used to.

"Janks" I encountered: Nasya can't jump off the ball in the Red Volcano (likely because her walking animation forces her into anti-gravity state where jump button makes her tumble);sinking and falling platforms - trying to gain speed by pressing forward on them will only halt you; Nasya can latch on to invisible walls (it actually saved me a lot of times...); apparently she can't escape from Amy's hug.

About DSZ slides - it seems she simply can't determine whether she must be in normal or anti-gravity state and keeps switching between both. While this looks silly this gives her almost no chance to jump out of watedslides... Actually the same thing happens in whirlwinds in ACZ but without any complications.

I'm actually against extending the timing since failing it is her only way to slow down. Extending the timing means you'll have to wait much longer till you'll be able to jump at a slower pace - or try to jump around bosses like crazy until eventually you hit them. Or they hit you.

The thing I find strange is if you fail the timing on wall-jump at least once or if you simply start wall-jumping from a standstill/low speed then it's actually better for you to keep failing - pressing forward will give you more speed this way than if you attempt to do a well-timed wall-jump.
Boost is offline   Reply With Quote
Old 02-08-2020   #7
Draykon
Plush Princess
 
Draykon's Avatar
Default

Thanks everyone for all the great feedback both here and on Discord. I've uploaded v1.1 with a few changes:


  • 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. I'm not 100% sure if I like this better than the old system, but enough people complained I figure I should do something.
  • Fixed a bug related to controller input. (Thanks Frostiikin for helping me test this!)

Quote:
Originally Posted by Sinny33 View Post
What animal is this character?
Don't worry about it.
Draykon is offline   Reply With Quote
Old 02-10-2020   #8
softchassis
 
softchassis's Avatar
Default

Wow, this character is fun and fresh. I'd love to see some levels built around her abilities, not that I'm even close to mastering her play style as is. I hope people give this character a genuine try!
softchassis is offline   Reply With Quote
Old 02-10-2020   #9
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

Oh my goodness this character idea has so much potential!! I love how this character plays in my mind but she's just so... non-noob friendly.

She is supposed to be like the ultimate flier because floating is literally her ability, and that already sounds like a great concept to me. Having her entire gimmic and the idea of her being that you have to play around with physics and timing to play with her correctly is such a cool concept and it could be so fun. I also like the idea of her design being a cat (Seriously why is every purple colored cat-themed character always so good?!) and having stars incorporated into her design is also a really cool tie in to the idea of her ability being gravity.

And yet, I hate to say it, but the core gameplay and even parts of the character design really need a lot of improvement. Now don't get me wrong, I really do like this character and she does a lot of things right, she feels fun as heck to play when you're good with her and her floatiness leads to some really cool moments in platforming but... when you suck at playing with her? It really isn't fun at all.
Firstly, Her jump sucks if you have no momentum, like... you can't even jump out of a pit as tall as the character herself if you don't have some speed going in. If it does get you out, it's abysmally slow to do. I know this is going to sound broken at first but please raise her default jump height, if you have to nerf the gains she gets from momentum that's fine, but it's so hard to deal with considering first time players won't have any speed going into this at all.
Secondly, despite her having the ability to manipulate gravity, she has absolutely no aerial mobility whatsoever. I don't mind her not being able to walk, I imagine walking would be pretty hard if you're weightless, but because her main method of getting around is through the air, she desperately needs to be able to move around in the air and accelerate through it like a normal character. Greenflower is passable but... Techno hill Zone with all its tight corridors and stairways is suffering.
Third, the speed punishment you get from missing your inputs really hurts, it feels really hard to work up speed with this character in the first place so the amount you lose when you miss makes the character feel sluggish and underpowered. I understand she's supposed to feel light on her feet but she needs to put some more spring in her steps.
I'd also like to see her be able to detatch from walls using spin or something, I often get stuck on uneven ceilings when clinging to walls by accident.


Now I know this is your first character but there's a couple things about her design that I would change.
She looks incredibly bored despite having the power she's been bestowed, either that or she has a bad case of resting... (can I say that phrase on the Message Board?) face. I know if I had the ability to literally bend gravity to my whims I would be the happiest girl you've ever seen. I would be flying around doing all sorts of tricks and stuff and bouncing off walls and having a grand old time. I think she needs to smile a bit more. Her eyes also lack a shine to them which I feel adds to the dead-inside vibe I get from her. Most characters in cartoons and anime have a small circle or oval or specks of light reflecting off their eyes and it aids in helping them look bright and cheery. In anime, a character not having light reflect off their eyes usually implies that they're either dead or are incredibly upset.
On the subject of her eyes, they happen to be the same color as her dress so they change color whenever the player changes the character color in multiplayer. I'm fairly certain that this is not intentional.

Finally, I have some glitches to report.
-Using zero gravity in goop will cause Nasya to sink, this can be remedied by checking `player.mo.eflags & MFE_GOOWATER`, and disabling the gravity code from there.
-The rope hang issue can probably be fixed by giving her a normal jump height while `player.powers[pw_carry] & CR_ROPEHANG` is true and reverting back when it's no longer applicable.
-The waterslide issue could probably also be fixed by disabling various behaviors while `player.pflags & PF_SLIDING` is true
-Trying to jump off a wall will bring up the jump meter but most of the time, unless you're looking away from the wall (which is nearly impossible due to how the camera's coded) the game will not make you jump at all and you'll be stuck there. I think this could be fixed by making it so that she gets thrust in some way in the direction she's facing (using player.drawangle) plus 180 degrees, with some upward momentum as well.
-You can hold the spin button and nasya will continuously spin, I don't think this is a major issue but most character abilities are one-time-use per button press, you could fix this by checking if the player pressed the spin key last tic.

Funnily enough, I ended up testing this out with Classic.wad because I almost never have it unloaded from my game, and some of the things I suggested ended up happening, such as the greater speed when moving (although horrendously overpowered because of my momentum code probably) as well as being able to move in midair after jumping. I also caught footage of this

In summary, I like the character concept, and I suck at playing with her. Here's a couple gifs comparing what the character currently feels like to a somewhat exaggerated version of what I feel the character should like.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...

Last edited by Rumia1; 02-11-2020 at 05:54 AM. Reason: Specified how to check the player's angle for wall jumps
Rumia1 is offline   Reply With Quote
Old 02-13-2020   #10
Boost
Default

Quote:
Originally Posted by Rumia1
-Using zero gravity in goop will cause Nasya to sink
Although it does violate common sense, it was indirectly stated as intentional in the first post:

Quote:
Originally Posted by Draykon
"Unaffected by gravity" includes reduced or inverted gravity such as underwater or in Egg Rock. Nasya will control the same no matter the environment.
Boost is offline   Reply With Quote
Old 02-17-2020   #11
Draykon
Plush Princess
 
Draykon's Avatar
Default

To take advantage of 2.2.1, Nasya has been updated!



Here's what's new:
  • 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.

Last edited by Draykon; 02-17-2020 at 09:25 AM.
Draykon is offline   Reply With Quote
Old 02-17-2020   #12
Daviroll_Limit
SEIBAAA!
 
Daviroll_Limit's Avatar
Default

https://imgur.com/7ZfafOe
i guess... this shouldn't happen, right?

Last edited by Daviroll_Limit; 02-17-2020 at 06:58 PM. Reason: gif don't work, why?
Daviroll_Limit is offline   Reply With Quote
Old 02-17-2020   #13
Draykon
Plush Princess
 
Draykon's Avatar
Default

Quote:
Originally Posted by Daviroll_Limit View Post
https://imgur.com/7ZfafOe
i guess... this shouldn't happen, right?
Yeah, that's basically the perfect opportunity for the problems with the wallcling to show. I'm experimenting with a better solution using the new MobjLineCollide hook, but even that is only about 95%


It turns out that "do a thing on collision with a wall based on that wall's angle" is surprisingly difficult to do with Lua. ;U
Draykon is offline   Reply With Quote
Old 2 Weeks Ago   #14
flarn2006
Default

Is it a bug that she naturally falls slowly even when I don't push the button to enable gravity? I'm not saying there's anything wrong with that—her gameplay is really cool and that mechanic does make sense—but you specifically said she's unaffected by gravity, which suggests that not even the small effect I'm seeing is supposed to happen. Speaking of which, when I do push jump and she falls, is there any way I can cancel that before I hit the ground, say, if I accidentally do it above a death pit?



I remember taking more than 10 minutes to complete Greenflower, then when it finally clicked that I'm supposed to build up momentum and use that to jump high, that changed everything.



Has anyone been able to push the buttons in Aerial Garden Zone as Nasya? I can't figure out how to get on top of the button without moving slow enough that the bees get me. I guess in hindsight I could have looked for and destroyed their spawners but meh.
flarn2006 is offline   Reply With Quote
Old 2 Weeks Ago   #15
Draykon
Plush Princess
 
Draykon's Avatar
Default

Quote:
Originally Posted by flarn2006 View Post
Is it a bug that she naturally falls slowly even when I don't push the button to enable gravity? I'm not saying there's anything wrong with thatóher gameplay is really cool and that mechanic does make senseóbut you specifically said she's unaffected by gravity, which suggests that not even the small effect I'm seeing is supposed to happen. Speaking of which, when I do push jump and she falls, is there any way I can cancel that before I hit the ground, say, if I accidentally do it above a death pit?



I remember taking more than 10 minutes to complete Greenflower, then when it finally clicked that I'm supposed to build up momentum and use that to jump high, that changed everything.



Has anyone been able to push the buttons in Aerial Garden Zone as Nasya? I can't figure out how to get on top of the button without moving slow enough that the bees get me. I guess in hindsight I could have looked for and destroyed their spawners but meh.

The slow falling is deliberate. While the 'lore' is that she's completely unaffected by gravity most of the time, that didn't really make for fun gameplay.



Tapping they jump key again while you're 'falling' will bring you back to your normal, low gravity mode. You can go back and forth as often as you want, and can even restore low gravity out of your damage frames.
Draykon is offline   Reply With Quote
Old 2 Weeks Ago   #16
MADVAL2
Default

This character's beautiful but one question,is she depressed?
MADVAL2 is offline   Reply With Quote
Old 2 Weeks Ago   #17
Icarus
The Final Doomer
 
Icarus's Avatar
Default

I remember her, it's kinda hard to get used to her gameplay but this is an interesting character.


PS: is she some kind of cat?
__________________
"Running SRB2.wad with GZDoom wasn't a good idea"
Icarus is offline   Reply With Quote
Old 2 Weeks Ago   #18
flarn2006
Default

Quote:
Originally Posted by Draykon View Post
The slow falling is deliberate. While the 'lore' is that she's completely unaffected by gravity most of the time, that didn't really make for fun gameplay.

Do you mean that it was frustrating, or that there wasn't enough challenge? If the former, why not have it so you can hold spin in mid-air to disable it when it's convenient, for as long as it's held down? If you don't want to have it on the same button as her attack (which I don't think would get in the way, but you might disagree) you could use Custom 1 or something.


Or if you mean that removing it would make it so it's not challenging enough, then why even have the lore say she's totally unaffected by gravity? Whenever a limitation exists in gameplay that explicitly doesn't exist for the character in the lore, then to me it always feels cheap when said limitation gets in the way, like it's not an issue I'm supposed to have. And that's especially true if it was intended to make the game easier rather than harder, as would be the case if you meant it was frustrating.


It's not a big deal though; the mod is great either way.


Quote:
Originally Posted by Draykon View Post
Tapping they jump key again while you're 'falling' will bring you back to your normal, low gravity mode. You can go back and forth as often as you want, and can even restore low gravity out of your damage frames.

Huh, I thought I tried that and it didn't work. I'll try again next time I play; thanks.
flarn2006 is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:52 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2020, vBulletin Solutions, Inc.