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Silver The Hedgehog [V2.4] Details »»
Silver The Hedgehog [V2.4]
Version: 2.4, by Lat' (Stop it) Lat' is offline
Developer Last Online: Jul 2020

Version: SRB2 Rating: (10 votes - 4.80 average)
Released: 02-08-2020 Last Update: 02-17-2020 Installs: 14
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.

Spoiler: Screenshots!










Spoiler: Changelogs & Modding support information


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.
[/LIST]
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: rar VCL_Silver-v2.4.rar (757.7 KB, 2646 views)

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Comments
Old 02-09-2020   #22
Zanda_Sama
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I'd also like Silver to be able to float after jumping on a spring.
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Old 02-09-2020   #23
Lat'
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Thank you all for the feedback and bug reports so far. I've acknowledged all of them and will eventually patch them. Seeing as none of them are major, I'll hold the patch off until next weekend in case more are found so that these can be included in the patch as well. (This avoids having to update too frequently for minor fixes)

In the meantime, I'll just adress some suggestions and concerns:
Quote:
Originally Posted by Zanda_Sama View Post
I'd also have you just throw one of your things by default, instead of having to use the weapon select thing in ringslinger.
I figured players would prefer being able to get rid of everything straight away. Seeing as the general train of thought if to pick up enemies / monitors and throw them at walls or use them as ammo against the remaining enemies surrounding you instantly.

Quote:
Originally Posted by Zanda_Sama View Post
I'd have thrown bots break walls, not sure if that's possible though.
Definitely possible and actually a wonderful suggestion. Not sure why I didn't do it.

Quote:
Originally Posted by Zanda_Sama View Post
I'd have the Psychokinesis nerfed to where you can't just pick up every single thing that's in a big circle around you. I'd personally have it only work in front of you, and have like half of its range.
This is already the case.

Quote:
Originally Posted by Rumia1 View Post
I hate to be that person YET AGAIN (and this is super low on the priority list even for me) but you can't turn while analog mode is on when psyboosting with the direction keys, instead you have to resort to the camera rotate buttons. It should stand as a testament to how good this new update is though that the only thing I can think to criticize is one tiny nitpick that's probably the game's fault.
When using Psycho Boost, analog mode is turned off, thus strafe keys do nothing but strafe. I could try interpreting sidemove as angle changes, but I don't think I'll be able to quite match the way actual angle changing works.

Quote:
Originally Posted by Katmint View Post
A few issues I noticed.
Firstly, picking up multiple objects consuming more meter feels unfair as there is no benefit to throwing multiple objects at something 99% of the time. Since you can't decide how many nearby objects to pick up, grabbing a bunch of things at once feels like more of a punishment than a reward given that it severely hampers your hover ability. My suggestion is to eliminate or drastically reduce the meter penalty for picking up multiple objects but increase the hover's meter burn slightly to compensate.
I've myself been beating around this idea for quite a while. I was thinking of just capping Telekinesis use to 1/5th of the energy regardless of how many objects were grabbed. I'll try experimenting with this and see the results.

Quote:
Originally Posted by Katmint View Post
Secondly, since Silver cannot pick up golden monitors it's potentially possible to softlock if there's nothing around to throw at a required monitor.
It's possible to just Psycho Boost into them. They can't be picked up for the obvious reason that this could actually softlock other characters from a section in netgames if it was thrown in a stupid spot.

Quote:
Originally Posted by Katmint View Post
Thirdly, certain bosses are too cumbersome. GFZ3, ACZ3, and BCZ3 all involve a lot more waiting than they typically do, and the egg robos can be very annoying to grab in CEZ3. BCZ3 in particular suffers from an inconsistency where you cannot pick up the ground fire despite this being used as the tactic to defeat GFZ3.
Sadly there isn't much I can do besides letting Silver interact with what the bosses use on him, which leads to the boss interactions with Silver being more counterattacks than anything else. Changing their entire behavior isn't something I'm willing to do (Metal Sonic has the biggest behavior change of them all, seeing as he can be grabbed directly). The intended way to fight Eggscalibur is to fly up to catch 4 Egg Robos, and use them 1 by 1 with the selection buttons.
The inability to grab Brak's stray fire isn't an oversight, the boss is actually way too easy if they become grabbable. Though I suppose I should try and make it so Silver grabs the first boss's laser shot instead of the flames left by it to make it look more consistent.
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Originally Posted by MADVAL2 View Post
glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 02-10-2020   #24
Katmint
 
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Quote:
It's possible to just Psycho Boost into them. They can't be picked up for the obvious reason that this could actually softlock other characters from a section in netgames if it was thrown in a stupid spot.
For some reason I didn't think of trying that. It's a bit of an awkward solution since you often wind up inside the monitor afterwards, though. I know moving golden monitors around would be problematic but how I was expecting it to work was that the monitor would teleport back to its spawn point after being tossed.

By the way, I found an actual bug with the golden monitors while I was messing around with that. After they respawn from being hit you can no longer target them with thrown objects.
Quote:
Originally Posted by "Lat'" View Post
Though I suppose I should try and make it so Silver grabs the first boss's laser shot instead of the flames left by it to make it look more consistent.
That would be a much better fix to the inconsistency than being able to pick up the ground fire anyways.

Last edited by Katmint; 02-10-2020 at 03:33 AM.
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Old 02-10-2020   #25
GreenKnight9000
 
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OH LAWD HE BACK
And so, it begins!
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Old 02-10-2020   #26
time gear
 
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Here's a small suggestion: What if Silver could damage enemies with the Psycho Boost? This would give him a more direct option for fighting bosses and leave him less vulnerable when a boss fight doesn't have anything for him to throw.
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Old 02-10-2020   #27
Zanda_Sama
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Consider adding the psychic stomp move, mainly because using psycho boost and aiming it down isnt the easiest thing to do, of course you could just change the controls on the psycho boost to be better, but i dont know if you know the best way to do that. Mainly for breaking those pesky amy doors, when the game forces you into an amy path... which of course isn't TOO often, but it'd be easier for newcomers. Maybe even allow Silver to roll out of the move to make it easier for newcomers to well uh... you get the idea i'm sure.
I'd also like SOME WAY to break those stupid spikes, I mean I know psycho boost does that but I mean that one section in deep sea zone doesn't really let you do that. I mean that's not a good reason why Silver should be able to break spikes with the stomp (if it does get added), or his normal psychokinesis. I always thought Silver could lift spikes out of the ground.
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Old 02-10-2020   #28
SSG3
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I've picked up an oversight/bug: When using PsychoBoost, Silver ignores height checks for spikes (best seen in Black Core Zone Act 1)
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<Lat'> people thought moonjump and chaos control were OP
<Lat'> screw jump is the new meta
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Old 02-10-2020   #29
Zanda_Sama
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Uh... hello? Did I just pull UglyKnux out of the ground? lol
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Old 02-10-2020   #30
Zanda_Sama
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Also I think Silver's default color is "Slate", rather than the "Silver" color that's in SRB2. Looks fine honestly. Just a neat random thing I thought i'd mention.

---------- Post added at 07:14 AM ---------- Previous post was at 06:48 AM ----------

Umm... is it just me or is it impossible for Silver to run over water, even with speed shoes? I mean i'd think he could use his telekinesis to hover over the water or SOMETHING.
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Old 02-10-2020   #31
Katmint
 
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Quote:
Originally Posted by time gear View Post
Here's a small suggestion: What if Silver could damage enemies with the Psycho Boost? This would give him a more direct option for fighting bosses and leave him less vulnerable when a boss fight doesn't have anything for him to throw.
This is already the case for any enemy with less than 2 health. The issue with letting you boost to damage bosses is that it would often be more efficient than throwing objects, downgrading several fights into a glorified thokfest.
Quote:
Originally Posted by SSG3 View Post
I've picked up an oversight/bug: When using PsychoBoost, Silver ignores height checks for spikes (best seen in Black Core Zone Act 1)
The height check seems to work fine when going over objects, but not under them. See this gif of Silver breaking a monitor far above his z position.

Last edited by Katmint; 02-10-2020 at 09:17 AM.
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Old 02-10-2020   #32
SSG3
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Quote:
Originally Posted by Katmint View Post
The height check seems to work fine when going over objects, but not under them.
Yeah, I didn't GIF it, but I happened to find that out when I was super (in a netgame) in regular gravity, and i boosted along the spike path (which was in reverse gravity) and I picked out the sound where the spikes were breaking along all the other mess that was going on. You know what I mean, though. I mean, I could easily fix it myself, but it's not mine to mess with.
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<Lat'> people thought moonjump and chaos control were OP
<Lat'> screw jump is the new meta
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Old 02-11-2020   #33
Rumia1
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Quote:
Originally Posted by "Lat'" View Post
When using Psycho Boost, analog mode is turned off, thus strafe keys do nothing but strafe. I could try interpreting sidemove as angle changes, but I don't think I'll be able to quite match the way actual angle changing works.
I remember now that that was your solution, I wouldn't mind at all if you made some alternative. However, since analog's sadly probably going to be removed soon anyway, I wouldn't worry about it too much.
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Old 02-12-2020   #34
Goldenhog
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Yes I agree with throwing enemies individually being default and being able to float after hitting a spring
But most importantly

I don't know what this is but it looks like yuri
Attaboy, Silver
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Old 02-12-2020   #35
Lat'
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Progress report on the upcoming update; Silver will include a config file that will allow you to set some user preferences such as inverting flight controls, or having Telekinesis default to throwing objects one at a time!

Also included in this gif is the fixed energy cost for using Telekinesis among other QoL changes.


Quote:
Originally Posted by Rumia1 View Post
I remember now that that was your solution, I wouldn't mind at all if you made some alternative. However, since analog's sadly probably going to be removed soon anyway, I wouldn't worry about it too much.
Last I know, the next branch only replaces old analog mode with an alternative that's functionally about the same thing but better.

Quote:
Originally Posted by SSG3 View Post
I mean, I could easily fix it myself, but it's not mine to mess with.
Code:
local player = p
Quote:
Originally Posted by Goldenhog View Post
Yes I agree with throwing enemies individually being default and being able to float after hitting a spring
But most importantly

I don't know what this is but it looks like yuri
Attaboy, Silver
1: Floating from spring is inconsistent with how the vanilla cats handle things. If Amy and Fang can't use their abilities from a spring, why should Silver be able to? Although I would agree with this practice given that the frame is visually indentical to a jump.
2: This image had a (1/64)^2 chance of happening.
3: Attaboy, Silver
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Originally Posted by MADVAL2 View Post
glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 02-13-2020   #36
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Is Silver's Psycho Boost going to deal damage in an update? While he can use the Egg Robos in CEZ3, any other mod that uses that boss without objects gets him softlocked.
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Old 02-17-2020   #37
Lat'
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Default Silver version 2.0 update!

Hello there!
Since 2.2.1 has been released and brought forth a number of fixes to the game itself, I can also release the new patch for Silver which should hopefully fix every bug reported thus far, and add a lot of QoL improvements taking into account the feedback I've been given as well as support for CobaltBW's battle mod! Introducing version 2.0! Please make sure to read the changelog as there are some important playstyle changes in there.

Or don't, but know that I'll slap you if you ask me questions that are answered in there already!!

Spoiler: (Big) Changelog
  • 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 <On/Off>' 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. This behavior can be changed with the 'silv_throwall <On/Off>' command which can revert it to the old behavior. Please view the Silver Config section above.
    • 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.


Quote:
Originally Posted by U.Flame View Post
Is Silver's Psycho Boost going to deal damage in an update? While he can use the Egg Robos in CEZ3, any other mod that uses that boss without objects gets him softlocked.
Silver being unable to damage the vanilla bosses physically is intentional and won't be changed. Modders have the tools at their disposal to support Silver in their mods if they want to.
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Quote:
Originally Posted by MADVAL2 View Post
glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two

Last edited by Lat'; 02-17-2020 at 12:36 PM.
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Old 02-18-2020   #38
Katmint
 
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The flow of Silver's gameplay feels very good now. Kudos on the update.
Quote:
Originally Posted by "Lat'" View Post
every bug reported thus far
The bug I mentioned where a carried RVZ1 orbinaut's spikeballs cause a thok sound to play when you're hit by them still exists. I found some other dubious behavior relating to carried enemies as well.

Skims remain glued to the surface of the water when carried. Throwing them also doesn't work very well due to this.


After a mine you're carrying explodes it's still possible to throw it for a short while.
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Old 02-19-2020   #39
Zanda_Sama
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Can you double check your wad or something? I sometimes get damaged out of nowhere, or for no reason. I can't tell you whats causing it though.
Yeah I got damaged when throwing an enemy or ring box? I dont understand
that and when i throw a monitor... i cant pick it back up, or even psycho boost spin into it... what?

Last edited by Zanda_Sama; 02-19-2020 at 12:44 AM.
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Old 02-24-2020   #40
Zanda_Sama
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Can you add a command to have other Silver players automatically pick you up without having to hold toss_flag, in silv_config or the console?

also
silv_color Silver doesn't work in the config file.
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Old 02-24-2020   #41
Boost
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Quote:
silv_color Silver doesn't work in the config file
That's probably because there's no such command in the first place.
If you want to change the color of his aura, use silv_auracolor.
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