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Spyro the Dragon v2.8 Details »»
Spyro the Dragon v2.8
Version: 2.7, by Nero1024 Nero1024 is offline
Developer Last Online: Sep 2020

Version: SRB2 Rating: (4 votes - 4.60 average)
Released: 05-13-2020 Last Update: 06-08-2020 Favourites: 8
Characters SOCs Scripts Re-Useable Content Sprites/Graphics



What's this? A dragon??

It's Spyro the dragon, in all of his purple (or Dusk if you're pedantic about skin colors) glory and with many of his abilities too.

After some finagling in Blender to render out sprites for Radicalicious' "Spyro the Hedgehog" mod, I took it upon myself to code in some (questionably buggy) enhancements. Basically fork.


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LORE:
(As in why is Spyro in Sonic's world? What's all this about? Where's Sparx?)

Spyro partakes in a teleportation experiment that's being conducted by the Professor, however something weird happened and now Spyro is transported into Sonic's universe (probably something to do with Eggman's diddling with that asteroid). Separated from Sparx, Spyro must rely on collecting rings to keep himself safe while also avoiding the various hazards in Sonic's world. Spyro, with the help Sonic and his buddies, must reach Eggman's base, as that is where a teleporter is believed to be located that can return Spyro home.


----
ABILITES:
Spoiler:

  • Glide & Hover: Spyro can glide forward in the air by pressing the Jump button while airborne, to stop gliding, press the Custom2 button to end your glide with a brief hover. The Hover move is great for just reaching distant platforms and to better stop above a specific spot.

  • Fire breath: Press the Custom1 button to breath fire in front of you. The flames don't travel far however they're fairly effective in safely dispatching enemies. Certain enemies are not affected by your flames though. (Eggman is very inconsistent on the metals he uses to design his robots)

  • Charge: Press and hold the Spin button to charge ahead with speed. Spyro's horns are robust, able to at least damage some relatively large enemies and break through bustable walls, however others enemies can't be charged at due to their features such as any spikes they have on them. Try not to get robusted by them.

  • Headbash: Press the Custom2 button while in the air after a Hover to dive at the ground with a headbutt. This move is great for quick descents and can bash through bustable floors. This move can also be used to defeat enemies.

  • Bash-Rollout: When bashing down towards the ground hold the Spin button to roll ahead a short distance. This move is useful for getting under low gaps that require to player to be rolling.
NOTE: This move is not enabled by default, you need to enable it with the "rolloutavailible" console variable.

  • Swim: Hold the Jump button while underwater to ascend. Be careful as Spyro is vulnerable to drowning while in Sonic's world, what with Sparx not being there to help. You can also charge underwater to defeat some enemies and move quickly, however Spyro will quickly descend deeper when you do this and can make regaining upward momentum difficult.

  • Supercharge: If Spyro has the Super Sneakers powerup he can charge at even greater speeds. If he can keep the supercharge going he will enter dash mode and can charge through spikes and above water.


SHIELD POWERS:
Spyro can use the power of some shields to enhance his abilities.

  • Flame Shield & Elemental Shield: These shields will give Spyro the Superflame. Instead of the normal fire breath you will shoot a powerful fireball that can hit any enemy (that is vulnerable to missiles). The Flame Shield's flame drop ability will activate when you headbash.
  • Whirlwind Shield: This shield will enhance Spyro's gliding abilities. His descent rate is significantly slower and can get back into a glide a bit faster after a hover. Press Spin button to charge ahead and use the shield's wind jump ability.
  • Bubble Shield: This shield's bubble bounce ability will activate when you headbash the ground.
  • Armageddon Shield: This shield's explosive screen nuke will activate when you headbash the ground.
  • Attraction Shield & Electric Shield: These shield will allow Spyro to shoot an electric bolt. A more powerful, larger bolt can be shot if charged up by holding the Custom 1 button then releasing when ready.



BATTLEMOD ABILITIES:
  • Flameshot - Cost 9 rings. Press the Fire button to have Spyro fire a brief stream of Superflame fireballs. This move is pretty effective in going through enemies, and the flames left behind is dangerous to those without a Flame or Elemental Shield or any other kind of fire protection (including you!). Only available when the BattleMod is loaded.
  • Spyro's headbash is able to harm other players in battle mode.



SUPER POWERS:
Spoiler:


Spyro can become superpowered when he has all of the Chaos Emeralds.
  • "Superfly": Spyro can "fly" by repeatedly pressing the Jump button, he can also immediately get back into a glide after a hover. His descent rate is significantly slower than even the what you get from the Air Shield.
  • Superflame: Spyro can shoot these powerful fireballs along with his fire breath without the need of some shield that interferes with his charge move.
  • Supercharge: Spyro can supercharge without the need of some crusty old pair of "Super Sneakers".




----
GIFS:
Spoiler:

Spyro showing off some of his moves:




Clever gliding and hovering at Red Volcano:


Property damage with the Superflame:



Enhanced gliding with the Air Shield:


Flameshot ability when paired with BattleMod:

*Try not burn yourself, Spyro isn't naturally Fireimmune!

----
TIPS:
Spoiler:

  • Sparx, your dragonfly buddy, is not here to help (yet). Without Sparx's protective magic Spyro is especially vulnerable to the hazards in Sonic's world. The rings can keep Spyro safe from most harm however he is still at risk of drowning, crushing, and other hazards.
  • Certain enemies either can only be charged OR flamed, use caution when around enemies. A quiet ping sound will play when you try to torch nonflammable enemies.
  • Make sure you commit to Spyro's hover; it's difficult to get back into a glide after a hover.
  • Spyro is very slow compared to the rest of the cast, however he makes up the lack of speed with his excellent maneuverability.
  • Don't charge or glide into walls you'll bonk and lose time or irreparably mess up your glide.
  • Spyro can glide faster (and farther) if you get a charging start.
  • Some shields can interfere with Spyro's movement abilities so if you value maneuverability over whatever benefits they provide it would be wise to avoid having a shield on him.
  • As a magical dragon, the energy coming from the Black Rock asteroid can enhance certain abilities or give Spyro additional powers. Keep an eye out to see what Spyro can do while on the asteroid, especially around the core.
  • The attached .zip file contains a .rtf file with a table of what enemies are chargeable and/or flammable.

----
Notes, Bugs, Todos, and other Quirks:
Spoiler:

  • Spyro can reasonably complete all the normal singleplayer maps from all the hours of playtesting and debugging. The challenge maps may require the Bash-Rollout move depending on your preferred route. Think you're stuck? Try backtracking and search for alternate routes.
  • Spyro is (mostly) Multiplayer safe. His flames and charge attack can harm other players. Proper Battle mode support is in the future once I figure out how it all works.
  • Spyro's headbash won't enhance his bounce momentum and is especially ineffective on springs. Don't try to headbash springs you won't get far.
  • Spyro can turn on dime when gliding (and charging when "spyrochargeturn" is set to 0), all ready for exploitation. This ain't right but I can't be arsed to figure out how to fix it.
  • Spyro can charge right after a hover even though he normally cannot in his games. You'll feel like a cool fast boi speedrunner once you get it down. You'll then wish you can do that in his normal games.
  • Same goes for headbashing, though the Bash-Rollout move mitigates it a little.
  • Spyro can can occasionally be hit while charging at an enemy while the enemy is approaching him, it's very noticeable on faster enemies. The enemy's collision procs probably came first before Spyro's procs, not sure what to do about it. Should be fixed in newer versions.
  • Spyro's swimming ability is more in line with the base SRB2 rules than Spyro's original games, as in he will sink to the bottom rather than remain still, and cannot stay on the surface of water. You can still charge under water and move pretty fast.
  • Hate bonking against walls? Turn it on/off with the "bonk" Console command (wuss).
  • TODO: (Maybe) better Battle mode support.
  • TODO(maybe): Sparx, however he is out of the scope of this project.
  • TODO(maybe): More elemental breaths. Probably next when I'm ready to expand the scope for 2.0 or later.


CONSOLE STUFF:
Spoiler:

  • Code:
    "playstyle": either "Reignited"(1) or "Original"(0). This value tweaks the movement physics.
  • Code:
    "rolloutavailable": either "Yes"(1) or "No"(0). This value allows the Bash-Rollout move.
  • Code:
    "bonk": either "Yes"(1) or "No"(0). This value determines if Spyro will bonk against walls and obstacles while gliding or charging.
  • Code:
    "spyrosnowflakecode": either "On"(1) or "Off"(0). This value determines if Spyro's level-specific snowflake code will run.
  • Code:
    "spyrolvlmsrace": any integer number. This value represents the map number for the Metal Sonic race level. Admin only.
  • Code:
    "spyrolvlmsboss": any integer number. This value represents the map number for the Metal Sonic boss level. Admin only.
  • Code:
    "spyrolvlbrak": any integer number. This value represents the map number for the Brak Eggman boss level. Admin only.
  • Code:
    "spyrospeedmul": any floating point number. This value tweaks Spyro's speed multiplier, 1.0 is normal speed. Admin only.
  • Code:
    "spyrochargeturn": either "Yes"(1) or "No"(0). This value determines if Spyro's turning is nerfed while charging. Admin only.
  • Code:
    "missileflame": either "On"(1) or "Off"(0). This value adds the MF_MISSILE flag to Spyro's flames, allowing Spyro to flame any shootable enemy that isn't defined as fireproof in the code. Useful for addons that add new enemies.
  • Code:
    "spyrohelp": prints out the move list that Spyro can perform.



Changelog:
Spoiler:


  • v1.5 -
    • Initial Release (there was a lot of internal testing pre-release versions, that, and to differentiate from Radicalicious' mod)
  • v1.6 -
    • Fixed being able to headbash bustable floors from under them.
    • Refactored some glide code to use P_SetObjectMomZ instead of directly modifying mom.z (to better cooperate with low-G sections).
    • Spyro is no longler able to blow well past ~200Km/h when charging on slippery floors (it was noticable on any slippery turf of significant length).
    • Slightly tweaked some charge speed related stuff
    • Spyro is better able to recover back into a glide after bonking a wall.
    • Spyro's flames can now harm other players (except in coop gamemode). Try not to torch your teammates!
    • You won't repeatedly rack up points from torching a Hivemind.
  • v1.7 -
    • Fixed animation state conflicts in NiGHTS levels, fixed pivot offsets, and properly added the NiGHTS drill animation.
  • v1.8 -
    • Rudimentary BattleMod support.
    • Transitioned to .pk3, saving about 1MB.
    • Fixed that C Stack Overflow from occurring when charging certain mobjs. Apparently some kind of recursion happened where collision checks occurred when the player moved in the z-direction.
    • Fixed some issues (particularly Spyro's flames doing sod-all on players) when Dirk the Husky is loaded.
    • Fixed inconsistent animation on one angle of the rolling animation.
    • Made charging and gliding speeds scaling-aware; smol Spyro won't zip-zoom.
    • Spyro's super color is all flashy now.
    • "rolloutavailible" consonle variable is now "rolloutavailable". lrn 2 speal next tiem.
  • v1.9 -
    • Tweaked headbash cooldown, you can perform it earlier than normal when Spyro is on the ground for a certain period of time.
    • If two Spyros (or if the character skins somehow have the relevant charge booleans) manage to charge at each other they'll both bonk ineffectively.
    • Fixed a bug where any Spyro player would bonk when charging/gliding if another player was running against a wall or solid obstacle.
    • Refactored BattlemMod chargeable/flammable enemy table to be inserted into the main table rather than it's own table.
  • v1.92 -
    • Spyo's level-specific special snowflake code can now be tweaked with console variables.
    • Popup Turret is now chargeable.
    • Added a console variable that adds the missile flag to Spyro's normal flames, useful for situations that require proper missiles though you should try all of your other options before resorting to this.
    • Added a console command "spyrohelp" to print out what moves Spyro can perform.
  • v2.0 -
    • Re-rendered new sprites complete with new frames.
    • Added missing super transformation animation. Make sure you properly name your sprites folks.
    • Spyro won't headbash the kill floor for bottomless pits.
    • Made sure "spyrosnowflakecode" console variable actually does it's job.
    • Spyro won't randomly damage enemies underwater via simple contact; Spyro can only damage enemies underwater while charging or with his superflame fireball.
    • New console variable to multiply Spyro's speed.
  • v2.1 -
    • Fixed Spyro's hover move not working after hitting a ceiling.
    • Fixed some scaling-related glidespeed issues.
    • Fixed Multiplayer-related audio issues.
    • Nerfed Spyro's turning while charging, set the "spyrochargeturn" console variable to 0/off if you want the old insta-turn charging.
    • Spyro won't aircharge or flame while headbashing.
    • Spyro can now supercharge through most enemies and kill them in one hit.
    • Made boss Metal Sonic chargeable, you still need to make him vulnerable first.
    • Implemented electric breath attack. A simple electric bolt shot that can be charged up into a more powerful shot. Spyro must have the Electric/Attraction shield on him to use.
  • v2.2 -
    • Fixed Spyro's ability to aim in first person when "spyrochargeturn" is on. Don't constantly mess with PF_ANLOGMODE per tic.
    • Fixed inconsistent shield-related glide descent alterations. Wind shield (and going super) should ONLY decrease the glide descent rate now.
    • Shield powers are more usable. Elemental, Force, Bubble, and Armageddon shields won't activate when charging. See Shield Abilities for more details.
    • Spyro's electric breath is a bit more useful; charge up the attack to fire off a longer stream of bolts.
  • v2.2.1 -
    • Oops, forgot about some debug print stuff, and may have possibly broke some shields for other chars. Should be fixed now.
  • v2.3 -
    • Updated Battlemod to support its 7.0 update.
    • Tweaked some headbash cooldown stuff after bashing an enemy or if Spyro has a Bubble Shield.
    • Fixed Spyro's supercolor back to purple aaaaa.
    • Fixed some issues with Spyro performing his moves when he shouldn't, such as during countdowns.
  • v2.4 -
    • Spyro and Whirl will bonk against each other if they both ram at each other.
    • Updated sounds to handle S_StopSoundByID, charging won't stop certain sounds when Spyro stops charging.
    • Mitigated some framedrop spikes in NiGHTS stages by cropping out the empty space in Spyro's NiGHTS mode sprites. The game chugs when rotating large sprites.
    • Added support for some map addon enemies.
    • Changed around which enemies are flammable/chargeable. Robohood is chargeable, Unidus is fireproof.
    • New super transformation animation.
  • v2.5-
    • Fixed an instance where Spyro could bonk up walls via hovering.
    • Slightly tweaked hires scale.
    • Made most Eggmobile Eggman bosses chargeable.
    • Fixed an issue where Spyro won't initially jump from the ground after being spring'd around on the ground by a horizontal spring.
    • Fixed a longstanding issue where Spyro randomly gets hit by an enemy while charging. (or at least it should be fixed)
    • Made Detons flammable.
    • Tweaked Spyro's turn radius while charging.
  • v2.6-
    • Forgot to remove a console-print related to a fix, at least I know it should work now.
    • Tweaked how long it takes to get into dash mode while supercharging to be shorter.
    • Supercharging will produce fire trails when you supercharge long enough to get into dash mode or if you're super.
    • Air-charging into a spring or getting launched into the air from one while charging will put Spyro into a funny, less controllable state.
  • v2.7-
    • Spyro has a slightly easier time dealing with Egg Collosseum; Spyro will bounce away when he charges into Eggman.
    • The spiked sound will play if you attempt to charge through a Buzz.
    • Fixed a runtime when switching to Spyro from another character.
    • Spyro will be properly hit again when charging through a TNT barrel.
    • Some more level addon integration, incl. OLDC Summer 2020.
  • v2.8-
    • Spyro's flames will no longer harm players of the same team in team match/cft gametypes (unless if friendlyfire is on).
    • Spyro's flames can now break monitors without having to enable the "missileflame" cvar or be in a non-coop gametype.
    • New animation frame for when Spyro is gliding and is about to touch the ground.
    • Yet more fixes to scaling-related speed issues. Never ending they are! :S
    • Spyro can defeat virtually any enemy via supercharging now.
    • Made charging through Egg Guard's shield less bouncy.
    • Spyro can now survive underwater and in space if he somehow has Sparx with him.


Credits and Attributions:
Special thanks to Radicalicious for letting me use his Spyro the Hedgehog mod as a basis.

The SRB2 Discord for helping me with figure out how to detect bustable fofs in order to get headbash properly working. Forgot the names, sorry. ._.;

-Attributions from the original Spyro the Hedgehog:
Zipper, Tatsuru, Flame, CobaltBW, and Monster Iestyn, for helping Radicalicious with the coding.

SMS Alfredo, for letting Radicalicious use his code for breaking bustable blocks from his Yoshi mod.

Tempest, for helping Radicalicious make the moves feel more like the original games.

Dead, for playing through the game to tell Radicalicious what levels are possible.

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Comments
Old 06-08-2020   #22
Nero1024
 
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Updated to v2.0. This version includes some improved(?) sprites. I still need to think about how I'll go about implementing multiple breath elements. Don't forget to report any issues!



Link:
https://mb.srb2.org/attachment.php?a...3&d=1591628010
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Old 06-08-2020   #23
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Between the reignited trilogy and fan-made mods such as this one I feel like Spyro is going into its renaissance era like Sonic Mania did.
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Old 06-08-2020   #24
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I've been following this mod prior to it being blessed with a unique sprite-set, and seeing said sprites cleansed of excess outlining and other oddities is much obliged.
My only criticism is more of a nitpick, I've never been a fan of the palette Spyro uses in-game, the colors look washed out to the point of appearing navy blue rather than pure purple at times.
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Old 07-05-2020   #25
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Updated to v2.1. This version nerfs Spyro's ability to turn while charging, and said nerf can be set on/off with the "spyrochargeturn" console variable. Along with some other fixes and tweaks Spyro can now shoot an electric bolt when he has an Electric/Attraction Shield. The electric bolt can be charged up for a more powerful shot, Megaman-style.



(Maybe more powerful? he still shoots the smaller bolt that continues on after the big bolt hits the enemy, that and most enemies die in one hit).


Linky:
https://mb.srb2.org/attachment.php?a...1&d=1593978709
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Old 07-13-2020   #26
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Updated to v2.2. Fixed an issue while aiming, and made shield abilities and electric breath more useful.


Linky:
https://mb.srb2.org/attachment.php?a...7&d=1594657080
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Old 07-14-2020   #27
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2.2.1 Hotfix. Should have fixed some possible oversight with shields and other chars. That and I got rid some debug print stuff that I forgot. Oops. Should be all sorted now.


Hotlink:
https://mb.srb2.org/attachment.php?a...3&d=1594707803
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Old 07-16-2020   #28
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Updated to 2.3. Updated to support Battlemod v7 along with some fixes.


Link:
https://mb.srb2.org/attachment.php?a...7&d=1594915205
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Old 07-16-2020   #29
Latius
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I've been playing with Spyro for a bit before the update, and he is quite fun to use. However, when I try adding him to KHBlast - my own mod - it becomes a bit of an issue. So, I thought to myself, what if I was able to try and get as much of his controls onto just Custom 3 and Jump, using the latter for the hovering by having it need to glide for a short while before checking for a hover, and the former for the bits which are done using the other stuff, but context sensitive - IE only flaming when on the ground, and ground bashing while in the air. Which mostly works, but then I realised something - Spyro flat out does damage in his own way, and it would need modifying to work in KHBlast...

So because of this, I'm going to make a new function set for KHBlast which allows custom characters who do damage like Spyro here does to be able to sort out said damage.
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Old 07-16-2020   #30
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Quote:
Originally Posted by Latius View Post
I've been playing with Spyro for a bit before the update, and he is quite fun to use. However, when I try adding him to KHBlast - my own mod - it becomes a bit of an issue. So, I thought to myself, what if I was able to try and get as much of his controls onto just Custom 3 and Jump, using the latter for the hovering by having it need to glide for a short while before checking for a hover, and the former for the bits which are done using the other stuff, but context sensitive - IE only flaming when on the ground, and ground bashing while in the air. Which mostly works, but then I realised something - Spyro flat out does damage in his own way, and it would need modifying to work in KHBlast...

So because of this, I'm going to make a new function set for KHBlast which allows custom characters who do damage like Spyro here does to be able to sort out said damage.

Yea, Spyro's a bit of an oddball compared to other characters. What with his many moves spread across different buttons and his special snowflake enemy damage system, all in the name of faithfulness to his original games, right down to his slow-as-molasses speed.


I've also had thoughts on how to better integrate Spyro with KHBlast, but I'm interested to see how you will pull it off.

Last edited by Nero1024; 07-16-2020 at 06:13 PM.
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Old 07-29-2020   #31
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Updated to v2.4. Added support for some enemies found in some map addons, and changed around some things.



Link:
https://mb.srb2.org/attachment.php?a...3&d=1595982990
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Old 08-02-2020   #32
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Thank you so much for giving life to my favorite dragon. <3
However, a few things.

1) Will there ever be plans to import the original model you used for 3D support?

2) You really should not have made Eggman bosses be flame instead of charge, because that just completely fucks with the entire way that some of those boss fights are meant to be played on a fundamental level. For example, the CEZ boss is SO AGGRAVATING w/o A) being able to charge and bounce off of it, or B) a real projectile attack (since the flame is really more of just a close/mid-ranged melee attack and stops reaching the boss after the first hit). Idk if this was something that was changed, but if so, it should've been Eggman = Charge for the first 4 bosses of the game. Which makes more sense anyways because he's in a big metal eggmobile, right?

EDIT:
3) There's an... I guess "exploit"? Where you can essentially walljump/climb by exploiting the bonk w/ hovering. Not sure if somebody else has already mentioned this or if you already know about it, but ill just post it anyway.
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Last edited by Gambit; 08-03-2020 at 04:49 AM.
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Old 08-03-2020   #33
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The model I used to render Spyro is waay too hi-poly. I could try with one of his PS1-style lo-poly models, however I'm not sure if there is a stable md3 i/o script/plugin for Blender.


I can probably implement the ability to charge most bosses, however you're still likely gonna have a bad time with the CEZ boss with how bonking currently works.


Bonking up against walls is still a weird quirk that needs to be sorted thanks for pointing that out.
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Old 08-03-2020   #34
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Quote:
Originally Posted by Nero1024 View Post
The model I used to render Spyro is waay too hi-poly. I could try with one of his PS1-style lo-poly models, however I'm not sure if there is a stable md3 i/o script/plugin for Blender.


I can probably implement the ability to charge most bosses, however you're still likely gonna have a bad time with the CEZ boss with how bonking currently works.


Bonking up against walls is still a weird quirk that needs to be sorted thanks for pointing that out.
i would really like to see (if possible) ps1 Spyro model as md3
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Old 08-10-2020   #35
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Updated to v2.5. Fixed some issues, notably that one issue where Spyro would randomly take damage while charging an enemy al-la SRB1 (or at least it should be fixed).


Link:
https://mb.srb2.org/attachment.php?a...6&d=1597026605
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Old 4 Weeks Ago   #36
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Updated to v2.6. Just some tweaks and supercharge flame trails.


Link:
https://mb.srb2.org/attachment.php?a...8&d=1598341178
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Old 2 Weeks Ago   #37
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Updated to v2.7. Some tweaks and initial OLDC integration.


Link:
https://mb.srb2.org/attachment.php?a...6&d=1599633898
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Old 1 Week Ago   #38
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Updated to v2.8. Tweaks, tweaks, and more tweaks.


Link:
https://mb.srb2.org/attachment.php?a...9&d=1600382525
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Old 1 Week Ago   #39
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Quote:
Originally Posted by Nero1024 View Post
Spyro can now survive underwater and in space if he somehow has Sparx with him.
Is this implying that you incorporated Tatsuru's Sparx code from the OLDC map into the .pk3? o.o
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Old 1 Week Ago   #40
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Quote:
Originally Posted by Gambit View Post
Is this implying that you incorporated Tatsuru's Sparx code from the OLDC map into the .pk3? o.o

No, I didn't incorporate any of the Sparx code or assets from the OLDC map. All I'm doing is checking for the Sparx related variables.

This is all I'm doing code-wise:
Code:
--sparx allows spyro to not drown/spacedrown
            if p.mo.sparx and p.mo.sparx.valid and p.mo.sparx.health --does sparx exist and has health?
                if p.powers[pw_underwater] > 0
                    p.powers[pw_underwater] = 1050
                end
                if p.powers[pw_spacetime] > 0
                    p.powers[pw_spacetime] = 403
                end
             end
If you've sneaked a peek into the wad, you'll also find some more integration shenanigans related to the gem baskets from that map as well. ;)
Spoiler:

Code:
--special handling for gem containers (chests, vases, baskets, etc.)
            if constantExists("MT_SPYRO_BASKET")
                if enemy.type == MT_SPYRO_BASKET --requires a special fixed version of the basket code, otherwise it does fuck-all but play sounds
                    enemy.charged = true --supposed to set spawned gem as 'marked' and not 'airborne' to enable homing
                    enemy.charger = mo --target for the marked gem to home in on
                    S_StartSound(enemy, sfx_bskbrk)
                end
            end

Last edited by Nero1024; 1 Week Ago at 03:30 PM.
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