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[v1.2] CrossMomentum - A complete gameplay overhaul Details »»
[v1.2] CrossMomentum - A complete gameplay overhaul
Version: 1.2, by Frostiikin (Insert funny hahas here) Frostiikin is offline
Developer Last Online: Jan 2021

Version: SRB2 Rating: (13 votes - 4.69 average)
Released: 10-20-2020 Last Update: Never Favourites: 13
Characters Scripts Re-Useable Content Sprites/Graphics


Credits to DrSteph and Icezer for this incredibly poggers banner thingy

Warning: If you suffer from epilepsy, or are sensitive to flashing lights, please type "hyperflash off" in the console (press ~ to open console) before turning hyper.



It's finally here!
The massive project that i've been working on for the last few months is finally complete! CrossMomentum, also known as XMomentum is my envisionment of how srb2 would play if I was put at the helm. Featuring momentum, new character movesets, tricks, hyper forms, and much, much more!


This mod has a downright ridiculous amount of content, so i'm gonna split this up into sections.



Global changes


Momentum
Almost all characters now are able to gain momentum by either running/rolling down slopes, or simply running on flat ground for a long enough time. Additionally, all characters who can spindash are capable of uncurling at any time, and bonus acceleration is given for rolling down any slope regardless of height. Due to this, it's typically a good idea to roll down any slope you can find.

Tricks
Press Jump off of a spring to start tricking. While tricking, you can press Spin to rotate clockwise, and Jump to rotate counter-clockwise. The more flips you can do without touching the ground, the greater the eventual speed boost will be once you land! Just make sure you don't land on your head...

Hueshifted Skincolors
Each member of the vanilla cast gets their own unique skincolor, complete with hue shift! While not an objective improvement over vanilla, I think the characters look far nicer with these.

Hyper Forms
Any character who can go super can also go hyper! Just make sure you've got 150+ rings before transforming. I'll go into much more detail about the various hyper abilities you can get later down in the post.

no more airwalking
i don't like airwalk lol

Water Running
When running at high speeds, you may notice a trail of dust appearing behind you. This means that you're moving fast enough to water-run! Just make sure you keep your speed up, or you'll fall right through that lake...


Character-Specific changes


Sonic
Returning from the SADC, Sonic gets the Momentum Thok! I took all the criticism that was given for the original ability into account here, and have made significant changes to how it works.
The momentum thok is, as the name implies, a thok that is heavily affected by your current momentum. The faster you're moving, the faster it'll fling you! Additionally, if you hold down jump after initiating a momentum thok, it'll turn into a momentum jumpthok!

Tails
Instead of his normal flight, tails gains three upwards "Bursts" that don't take away any speed. These allow him to skip major chunks of levels, but don't directly aid him in gaining or redirecting speed in any way. Additionally, you can also tap spin for a quick downwards burst, which is useful for getting around various bits of level geometry that may be right in your way. You can also hold spin for a normal fast-fall.


As a little bonus, you can also change the color of tails' shoes via the console command "Blueshoes"!

Knuckles
...knuckles doesn't really have many changes aside from those present in vanilla momentum mod, those being that he has less speed reduction from landing, and canceling a glide no longer halts momentum. May have more substantial changes in an update.

Amy
Amy has been almost entirely changed from her vanilla counterpart. Her new double jump move is an ability which I have dubbed the "Amycopter". Essentially, the amycopter allows you to redirect momentum in the direction you're currently facing, and gives you a slow fall effect for around a second. Additionally, hitting an enemy while in your amycopter state will send you flying into the air, and allow you to do another amycopter without touching the ground. She also now has the hammer jump, which is activated by pressing jump during the grounded hammer attack's landing phase. This jump will send you higher the faster you was moving before activating it. Amy also makes heavy use of powerspringing in order to do even more tricks then any other character can from a single spring. Don't forget that you can do a normal twinspin by simply pressing spin midair with no shield!

Fang
Fang's gun is the main change here, you can now use it in the air or on the ground, and you can use it at any speed. This allows him to take out tons of badniks in record times!

Metal Sonic
The vast majority of metal's changes are purely aesthetic, though there is one major gameplay alteration: He can no longer lose dashmode while airborne. Use this alongside his hover to take dashmode through areas that are normally too platforming-heavy to maintain it!


...Vanilla sonic?
Just to appease thok fans, I added the option to play as sonic, but with none of the fancy xmomentum stuff. He gets no tricks, no uncurling, no momentum, none of that jazz, just your standard thok.




Hyper Forms

As stated above, any character capable of going super is also capable of going hyper by collecting 150 rings before transforming. All hyper characters have a much higher jump height then a typical super form, faster acceleration, and their actionspeed is 2x what it normally is. Additionally, many characters have various buffs exclusive to them when they go hyper. Here's a list of various characters and what they can do.


Vanilla Characters

Spoiler:

Sonic
Hyper Sonic is able to fly, similarly to how he could in Doomsday Zone and Egg Reverie Zone. To begin flying, press spin midair. After you begin flying, press Jump to ascend, and Spin to descend. Aditionally, holding both Jump and Spin will allow you to do a boost, though you can't ascend or descend while boosting.

Tails
Hyper Tails gets infinite flight bursts. Pretty straightforward.

Knuckles
Hyper Knuckles no longer loses any height when gliding, can multiglide, and his glide goes significantly faster.


Amy
Hyper Amy can hover with her hammer indefinitely, and her hammer jump goes absolutely wild, allowing her to get just about anywhere in meer seconds.



Fang
Hyper Fang's popgun essentially turns into a machine gun, and his bounce is capable of going as high as a red spring, while causing a small screen nuke.

Metal
Instead of Hyper metal sonic, you get Hyper Metal Sonic!
...what?
...does nobody get the reference? I thought you guys loved the ova!
Aaaaanyways, Hyper Metal causes an armageddon shield-teir screen nuke whenever he enters dashmode, and his hover now allows him to slowly float upwards.



Modded Characters
Spoiler:

There are a lot of these, and as such, they'll simply be getting explanations instead of their own gifs (atleast for now, may come back and update the thread later lol)

Hyper Srbii:
Multi Momentum Thok + Mini screen nukes.

Hyper Milne:
Her thoks send you significantly higher.

Hyper Ray:
Infinite gliding.

Hyper Modern Sonic:
No ring drain from flight, and mini screen nukes when you activate the boost.

Hyper Eggpack:
He can hover upwards much faster when hyper then he can when super.

Hyper Noob [TORD]:
Similarly to eggpack, he can gain much more height much more quickly when hyper.

Hyper Junio Sonic:
Infinite uses of the Bullet Dash.

Hyper Gemma:
Jumping off of a rock makes you go significantly higher


Hyper Rafael:
Free-Flight, Similar to Hyper Sonic, though Rafael has the advantage of being able to taunt while flying!

Hyper Robe:
Electric Vortex is significantly faster, and Shock Jump makes you rise way faster

Hyper Nasya:
...It's literally just super mystic nasya, lmao. Draykon requested I just give her her super mystic abilities for her hyper, and I delivered on that request :P.



And many, many more!


COMING SOON:
Hyper Flareblis
Hyper milne but less lazy lol
Hyper Feels
XMomentum: Mapper's Edition



Changelog:
Spoiler:

v1.2
Added a new HUD element in first person mode that appears while tricking in order to help you land tricks more easily
Fixed Amy getting screwed over by Green Snappers
Fixed Super Sonic losing his hover
Added a new trick failure sprite for Knuckles courtesy of SuperPhanto
Water Wakes are now recolored to be orange when they appear while running on lava
AltSonic now has access to the momentum half of XMomentum
Fixed Nasya randomly falling out of the sky, and gave her a hyper form
Fixed Tails' Tails not showing up while tricking
Fixed Robe getting screwed over when he enters his Hyper-Form
Fixed RollAngle resetting being too overzealous
Fixed various characters being able to cause extreme lag by going Hyper (Milne, FlyingSonic, Rabbid, Xtreme, and a few others)
Fixed VanillaSonic being able to go Hyper
Fixed Bandages being able to zoom around while charging spindash

Added tons of little things for other mods to hook into to disable various bits of XMomentum when needed







v1.1.1:
Fixed skip being able to slide around while crouching
Fixed some various bugs regarding amycopter



v1.1:
Fixed Fang being able to do tricks by shooting underwater
Made the hyper music loop properly (thanks zolton & yume)
Hyper Metal now rises faster
Tails can no longer turn hyper/super while flying
Made Neo Sonic actually capable of using his abilities
Fixed Hyper Sonic being able to do infinite tricks while flying if you timed it just right
Fixed a hidden character being able to crash the game


How to add XMomentum compatibility to your mods/characters
Spoiler:

How to add Trick Failure sprites
Spoiler:

First off, create a sprite of your character faceplanting (duh), then put it in the character's pk3 in the same place you put the rest of their normal sprites, and name it SHITALAR. After you've done that, simply put this soc into your character's SOC folder. After that, you're good to go!


Little lua bits and bobs that disable various things, enable various things, and check for various things. Thought it'd be worth documenting since a few people have asked.
Spoiler:

player.hasnomomentum
Set player.hasnomomentum to true when you wish to disable momentum on a character. This is necessary when you wish to mess with the player's normalspeed, as your normalspeed is constantly overwritten by XMomentum normally.
player.isxmomentum
Pretty self explanatory, simply check "if player.isxmomentum" or "if not player.isxmomentum" depending on if you want something to only run when XMomentum is loaded, or when it's not loaded. Be sure you don't use true/false with this though, as that'll cause errors if xmomentum isn't loaded.
player.spcanflip
When set to true, this will allow the player to do a short frontflip when they enter their falling state. If set to false, it disables it.
player.hyper.capable
This one's a bit more complex, but I think I can explain it. Basically, hyper capable is set when you have 150+ rings, and are not super, but is never removed if you're currently hyper. Essentially, what this means is that how you detect if the player is currently hyper is by doing this:
if player.hyper and player.hyper.capable and player.powers[pw_super]
Hope I explained that one well enough lol.
player.hassupermusic
When set to true, the standard hyper form music won't be played. Could either be used to give your character custom hyper music, or simply be used to stop hyper forms from causing immense lag if you already have custom super music.





Credits:
CobaltBW: Original momentum mod that was used as a base for this, aswell as making the air shooting sprites for fang.
Kwiin: Tons of help with figuring out how abilities should work, and general ideas.
Starlight/XStatic: Hyper Metal Sonic's really cool power aura
ArtBunny: Water-Running trail sprites. If it wasn't for you, water running wouldn't look nearly as cool.
Bloops: Coding in the water-running trail. You and artbunny did a damned good job with those wakes.
DrStephen: The incredibly hillarious trick failure sprites. Those things are gorgeous.
SuperPhanto:
Knuckles' new trick failure sprite that was added in v1.2. No offense to steph, but this looks way better then the old one.

Tatsuru, SMS Alfredo, and many others from both srb2 discords: Help with fixing my poorly coded scripts lmao


The entirety of Team BlackRock: Help with beta testing. You all gave so many great ideas, found so many issues, and just were in general a blast to collaborate with. Thank you all so much.

Download Now

File Type: pk3 VCL_XMomentum-v1.2.pk3 (4.48 MB, 8987 views)

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Comments
Old 10-28-2020   #82
khamo
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Quote:
Originally Posted by Nick the Hedgehog View Post
Cant you just ignore it (Not being rude btw)
uh, wow. That was surprisingly rude, you really need to reconsider what you were saying. I'm not gonna go full essay on you but, bugs of all sizes are something that should be addressed. Not slammed on because you can just "ignore it."
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Old 10-29-2020   #83
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Going to try out XMomentum with Azura to find out just how strong thok barriers truly are
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Old 10-29-2020   #84
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New update? I hope it fixes the lag Xtreme Sonic causes when Hyper.
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Old 10-29-2020   #85
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Quote:
Originally Posted by Bubsy View Post
Going to try out XMomentum with Azura to find out just how strong thok barriers truly are
wait but azura is doesn't work with 2.2 how did you make it work?
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Old 10-29-2020   #86
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Originally Posted by plushemmania View Post
wait but azura is doesn't work with 2.2 how did you make it work?
Azura is a 2.2 mod though...?
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Old 10-29-2020   #87
Chris The Wildcat
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Personally it all feels off.
The thok goes down but then up? That throws me off most.
The trick system is just not very nice tbh.
And I don't think this would blend well with some mods.
I mean whoops I shared an opinion.
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Old 10-29-2020   #88
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Quote:
Originally Posted by Chris The Wildcat View Post
Personally it all feels off.
The thok goes down but then up? That throws me off most.
The trick system is just not very nice tbh.
And I don't think this would blend well with some mods.
I mean whoops I shared an opinion.
okay, lets talk
1) the thok goes up because you've gained a significant amount of momentum, it should not throw you off when you're going at fast speeds at all.
2) the trick system is fine i dont know what you're talking about please elaborate
3) what mods wouldnt it blend well with
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Old 10-29-2020   #89
Starlight
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Quote:
Originally Posted by Chris The Wildcat View Post
Personally it all feels off.
The thok goes down but then up? That throws me off most.
The trick system is just not very nice tbh.
And I don't think this would blend well with some mods.
I mean whoops I shared an opinion.
>The trick system is just not very nice tbh.

You know, It'd be amazing if you would actually point out the things that are wrong instead of "not very nice."
The point of mods is that nothing has to blend well with anything. People can go nuts.
You've been doing these kinds of posts in frostii's stuff for a while, and it's becoming REALLY concerning. What's going on?
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Old 10-30-2020   #90
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Quote:
Originally Posted by Chris The Wildcat View Post
The trick system is just not very nice tbh.

GYAFUN~!! Why is it “not nice”, though?
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Old 10-31-2020   #91
The Real Inferno
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Quote:
Originally Posted by Chris The Wildcat View Post
Personally it all feels off.
The thok goes down but then up? That throws me off most.
The trick system is just not very nice tbh.
And I don't think this would blend well with some mods.
I mean whoops I shared an opinion.
Also, the Momentum Thok only makes you gain height if you hold down Jump, so if you didn't know that, there you go.
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Old 11-01-2020   #92
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Quote:
Originally Posted by Chris The Wildcat View Post
Personally it all feels off.
The thok goes down but then up? That throws me off most.
The trick system is just not very nice tbh.
And I don't think this would blend well with some mods.
I mean whoops I shared an opinion.
1. Hold jump to go a bit up, lmao.
2. "Is not very nice", explain why it isn't.
3. Name me 10 mods that wouldn't blend with this mod.

This opinion is more of EvErYtHiNg Is BaD, UwuUUUU.
And aren't crits supposed to be positives?
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Old 11-01-2020   #93
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Quote:
Originally Posted by LuxisLand View Post
This opinion is more of EvErYtHiNg Is BaD, UwuUUUU.
And aren't crits supposed to be positives?
Crits can both be positives and negatives. Chris the Wildcat said that the mod feels weird, the trick system is awkward and not nice ]:<, and said that the mod doesn’t blend in with other mods. That’s a negative. For a positive example:

This mod is so fun! I like the trick system, and it blends in with other mods!

That’s a positive! Chris the Wildcat is just giving out his opinion. Although I faceplanted when he said “trick system = ]:<“

Last edited by GamerLuna2020; 11-01-2020 at 02:02 PM.
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Old 11-01-2020   #94
Axolex53
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Default Excellent mod!

I tried this mod and looks awesome!!! I enjoyed the way that you can play as the characters and is amazing! Good job for all!
The trick system works fine! I don't know why there's people that don't like it. This system is useful for some kind of boost, especially for speedrunners.
I have a question: how works the easter eggs of the fail tricks? That question doesn't leave me sleep in the nights.
And by the way, i found a little visual bug that happens when you do a powerful thok and use the ability of the electrical shield of S3&K... Seems like the after-images is within the double jump of that shield... And the issue dissapears after a normal thok
I don't know if i explained right... Sorry for my english

And yes, i have the latest update (2.2.8) and i run it on windows
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Old 11-01-2020   #95
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This mod is incredibly fun and fixes a lot of the problems I have with srb2 by adding more depth and providing a wider set of options to the player. Despite my initial criticisms of the momentum thok from SADC, this ability really has nice synergy when paired with the rest of this mod's physics. Unfortunately, srb2's level design is a bit too cramped to make use of the extreme speed capable with XMomentum's trick system. Because of that, perhaps the speed gained with tricks and the momentum thok is too much.

The "thok goes down but up" bit is actually a really valid criticism - let me explain. In order to jumpthok, you need to hold down the jump button for a bit during the thok. Since the thok's horizontal boost responds instantly, there is a noticeable period after the thok begins but before the vertical boost is applied. Once you see it, you can't unsee it. It just looks kinda delayed / janky.

One last thing I should mention is that the trick system looks a bit odd because it uses rollangle combined with directionchar - for example, if I'm doing tricks while moving to the left, my character might be facing to the right since they're upside-down. What I'd suggest is making the player's drawangle spin rapidly once trick mode is enabled.

Great job overall, and I hope some of the design philosophies here (giving the player actions to do after using a spring or running off a slope, adding proper slope momentum, making character movesets deeper) will influence the way 2.3 plays.
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Last edited by Krabs; 11-01-2020 at 04:25 PM.
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Old 11-01-2020   #96
Frostiikin
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Quote:
Originally Posted by Axolex53 View Post
I tried this mod and looks awesome!!! I enjoyed the way that you can play as the characters and is amazing! Good job for all!
The trick system works fine! I don't know why there's people that don't like it. This system is useful for some kind of boost, especially for speedrunners.
I have a question: how works the easter eggs of the fail tricks? That question doesn't leave me sleep in the nights.
And by the way, i found a little visual bug that happens when you do a powerful thok and use the ability of the electrical shield of S3&K... Seems like the after-images is within the double jump of that shield... And the issue dissapears after a normal thok
I don't know if i explained right... Sorry for my english

And yes, i have the latest update (2.2.8) and i run it on windows
The trick easter eggs are pure rng, there's no way to intentionally activate them aside from just failing a ton of tricks. Also, thanks so much for figuring out how to easily recreate that shield bug, i've known about it for awhile but just didn't know how exactly to get it to consistently activate lol.

Also, regarding chris's comment... yeah that's really not particularly constructive lol, though he is entitled to his opinion of xmom. I have a bit of a theory regarding why he dislikes xmom so much, since we have a bit of a history, but it's not worth getting into that here.
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Last edited by Frostiikin; 11-01-2020 at 05:59 PM.
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Old 11-01-2020   #97
Axolex53
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Quote:
Originally Posted by Frostiikin View Post
The trick easter eggs are pure rng, there's no way to intentionally activate them aside from just failing a ton of tricks.
Quote:
Originally Posted by Frostiikin View Post
Also, thanks so much for figuring out how to easily recreate that shield bug, i've known about it for awhile but just didn't know how exactly to get it to consistently activate lol.
Thank you for explain me and for working at this job!

Quote:
Originally Posted by Frostiikin View Post
Also, regarding chris's comment... yeah that's really not particularly constructive lol, though he is entitled to his opinion of xmom. I have a bit of a theory regarding why he dislikes xmom so much, since we have a bit of a history, but it's not worth getting into that here.
Seems like you guys know each other huh? How curious...
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Old 11-02-2020   #98
DJInferno978
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Default how do i turn tails shoes into red

guys help how do i change the color of tails' shoes
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Old 11-02-2020   #99
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Quote:
Originally Posted by DJInferno978 View Post
guys help how do i change the color of tails' shoes

Well I have the same darn problem. Sorry, but I can’t help you.


Thanks for asking, though..
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Old 11-02-2020   #100
The Real Inferno
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Originally Posted by DJInferno978 View Post
guys help how do i change the color of tails' shoes
In console, this mod adds a command called "blueshoes". blueshoes on makes Tails have blue shoes, blueshoes off makes Tails have red shoes.

You open console using the ~ key.
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Old 11-03-2020   #101
CosmicSRB2
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How would I be able to give a custom character the momentum thok? I'm just asking out of curiosity.
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