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1.09.4->1.1 Character WAD Information

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SSNTails said:
Fixem! And the swimming animations, you shouldn't get tired from swimming, and it should use all off the special sprites (I think senku ranted about this one time...)
 
light dasher said:
you shouldn't get tired from swimming
Yeah, you try swimming for hours straight like that. I bet you'll get tired at some point.
 
Well, water is already pretty nerfing to characters, so I think swimming should stay infinite or something, or maybe last twice as long as flying.
 
Senku Niola said:
Well, water is already pretty nerfing to characters, so I think swimming should stay infinite or something, or maybe last twice as long as flying.
That could cause issues with going above and below water. Leave it as it is.

The way that actionspeed affects Flight should be changed, though. At the moment, 1 is default, 2 is double, 30 is overkill, etc. It should be so a value like 30 is the default speed, so you can have more fine control over how your character flies.

Heck, why don't we make dual actionspeed variables, so we can have even finer control over our character's abilities? It could go something like this (using the 1.09.4 abilities. Hoping there will be more in 1.1)

No Ability - Obvious.

Thok
  • ACTIONSPD1 is how fast and far you get launched. Defaults to 60 or whatever it is now.
  • ACTIONSPD2 could be the angle. Defaults to 0, which is no change. Higher values make your character thok up, and lower (negative) values make your character thok down.
Fly/Swim and Swim
  • ACTIONSPD1 is how fast your character flies. Defaults to 30, instead of 1 like it is now.
  • ACTIONSPD2 I haven't totally decided yet, but may have something to do with maneuverablility, perhaps? Heck, we could change the way flight is controlled to something easier to handle, and this can determine maneuverability speed?
Glide-Climb and Glide
  • ACTIONSPD1 is how fast your character glides. Defaults to whatever it is now.
  • ACTIONSPD2 is how fast your character climbs (if applicable). Defaults to 30.
Slow Fall
  • ACTIONSPD1 is how fast your character falls. Defaults to 30. This could have the side effect of 0 being used to get effects similar to that of Super Float.
  • ACTIONSPD2 is a little tricky.[list:c5e9c52a6f]
  • If set to 0. Use default frames (whatever your character uses when it jumps).
  • If set to 1. Force spin frames.
  • If set to 2. Force falling frames.
  • If set to 3. Use special ability frames.
[/list:u:c5e9c52a6f]
Super Float
  • ACTIONSPD1 is how fast your character will move while floating. Similar to walk and run speeds. If set to 0, your character won't move. If set to -1, your character will move like in 1.09.4.
  • ACTIONSPD2 is a little tricky.[list:c5e9c52a6f]
  • If set to 0. Use default frames (whatever your character uses when it jumps).
  • If set to 1. Force spin frames.
  • If set to 2. Force falling frames.
  • If set to 3. Use special ability frames.
[*] Super Float should be changed so if your character stops moving, it falls.[/list:u:c5e9c52a6f]
Double Jump
  • ACTIONSPD 1 determines how high the character will jump. Works exactly the same as JUMPHEIGHT, and will default to 100.
  • ACTIONSPD 2 is used for special effects. You can add these together similarly to a level header.[list:c5e9c52a6f]
  • If set to 0. No special effects.
  • If set to 8. Force spin frames.
  • If set to 16. Force falling frames.
  • If set to 32. Use special ability frames.
  • If set to 64. Character can get hurt if it lands on an enemy. As if it jumped off a spring.
  • If set to 128. Character spawns its THOKITEM.
  • Other cool stuff?
[*] Double Jump should be changed to play a different sound when you do the second jump. Default sound sounds exactly like the normal jump sound, but you can change it in your character's S_SKIN to whatever you want.[/list:u:c5e9c52a6f]

Also, the following changes to these variables would be sweet:
JUMPHEIGHT - Increase the limit, keeping the default at 100, to allow more versatility in character design.
ACTIONSPD 1 and 2 - If set to -1. No change in momentum happens. For example. Thok at -1 will make your character spawn the item, but not get propelled or stopped at all.
MULTIABILITY - If set to any number greater than or equal to 1. Allow the character to use the ability that number of times. If it's 0 or a negative number, then allow the character to use the ability infinite times. Defaults to 1.
PREFCOLOR and SUPERCOLOR - If set to a value above the amount of skin colours in the game. Give the character the look of NONE, but still has thok and spinitems (which aren't affected by the colour either). In the multiplayer menu, this new colour should either be called "DEFAULT" or your character's skin name. Don't get rid of NONE, though. It's not really hurting anyone. EDIT: Another idea I just thought of is, why don't we allow character designers to have two sprite-sets for their characters. Singleplayer sprites that get the desired look, and multiplayer sprites that can change colour. Again, people can use DEFAULT to get the Singleplayer colours. I got this idea while I was playing Dr. Pepper's Blaze wad alpha.

And these variables could be useful:
ABILITYTIME - How long the character uses the ability for, in game tics. If it's set to -1, then it uses the default timers for each ability. With Glide-Climb, this variable only affects Gliding. EDIT: And for Thok, it could affect the time you can multithok for, if your character (doubtflly) supports it. Otherwise, it could just not affect thok at all.
WATERTIME - How long you can stay underwater for, in game tics. Defaults to whatever it is now. -1 gives the character infinite breath.
SUPERLIGHT - Determines what colour the OpenGL Light Effect for your character is when it's super. If set to a 1 or 2 digit decimal value, it's the colour number for characters. If it's set to a 6-digit hexadecimal value, then it's the hex colour code instead. 0 will set the light to NONE, which is no light.
THOKSTARTCOLOR, THOKENDCOLOR, SPINSTARTCOLOR, SPINENDCOLOR - If someone needs it to be different from STARTCOLOR and ENDCOLOR, these will be around. Otherwise, it defaults to green. Works the same as STARTCOLOR and ENDCOLOR.
EDIT: and THOKPREFCOLOR, SPINPREFCOLOR, SUPERTHOKPREFCOLOR, SUPERSPINPREFCOLOR - Same as above. If it needs to be different from PREFCOLOR. These are here.
 
Kitsune that ability is currently is SRB2JTE as an ability for Super Metal Sonic, but I WOULD kinda like to see that ability only cause I could use it for something that actually suits Nitemare.
 
You should make ability sprites and super sprites seperate
because I made a character that flys and I want it to use super animation.
 
Personally, I like the fact that you can't have a character that flies and has a superform. Why? It prevents overpowered Super characters that can fly from being made. I see Super + Fly as overpowered, because then n00bs would probably use those characters nearly all of the time to get through levels easily.
 
You can currently have a flying super character. What Hyper means is that you can't use different frames for standing and walking like Sonic does, as these are already being used for the flight ability.
 
What if you put in Vertical Thok, or even a Diagonal Thok, as a new ability? It can be useful at certain times. Someone could make levels that are quite challenging for these thok varieties.
 
Gemini Spark said:
What if you put in Vertical Thok, or even a Diagonal Thok, as a new ability? It can be useful at certain times. Someone could make levels that are quite challenging for these thok varieties.

Vertical Thok = Double Jump

Anyways, maybe a short dash in mid-air so that fast characters that handle well and have a thok. It shoots you forward then slows you down to a reasonable speed.
 
Violo said:
Anyways, maybe a short dash in mid-air so that fast characters that handle well and have a thok. It shoots you forward then slows you down to a reasonable speed.
Hey, isn't that.... no, never mind...
Anyways, an upwards thok would be quite different to a double jump. mainly because you stay in a spinning state, but it would also propel you with a lot more force.
 
A double jump does stay in a spinning form and it just becomes an overpowered double jump with a thokking sound and a thok trail.
 
Oh, sorry, I was thinking of a character with NoSpinJump = 1 when I said that... But maybe you could set an angle in the MAINCFG as to what direction the character thoks.
 
darkness claw said:
Oh, sorry, I was thinking of a character with NoSpinJump = 1 when I said that... But maybe you could set an angle in the MAINCFG as to what direction the character thoks.
Backwards thokking would win as prank characters...
 
Backwards thoking would probably be good for things like match mode for dodging rings or throwing off your opponent.
 
i agree with all you guys but, wouldn't the addition of all this extra stuff only prolong the 1.1 final? I mean think about it. SSNTails doesn't need all this stuff on his shoulders right now. Just because 1.1 is coming out in two months doesn't mean we start complianing about all the stuff we think is missing or broken.
 
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