Backwards Aigis

[Open Assets] Backwards Aigis v2.0.1

This content may be freely modified and/or maintained by anyone.

Tanooki116

A work in progress.
Tanooki116 submitted a new resource:

Backwards Aigis - Cool shades and confusion, now in platforming!

View attachment 61504
The rouge robot is back again, ready to show Robotnik's badniks who's boss!

This is a very simple character mod (at least, compared to the amazing things you all have been making!) that adds Backwards Aigis to the game, fully usable in both Single Player and online!

View attachment 61505

Who the heck is this?
For those who don't yet know, Backwards Aigis started as a sprite edit of regular Aigis' old sprites in...

Read more about this resource...
 
Hey wait, I know you, you were on an OLDC server back when those were still up playing adventure sonic. Awesome to see that you made a character, I'll have to check it out in a bit :)
 
Hey wait, I know you, you were on an OLDC server back when those were still up playing adventure sonic. Awesome to see that you made a character, I'll have to check it out in a bit :)
Hey there! I think I was actually playing as Neo Sonic, but I'm happy you're interested in my mod!
 
Tanooki116 updated Backwards Aigis with a new update entry:

Small Improvements

1. As suggested, Backwards Aigis no longer has a tiny spin trail, instead leaving afterimages.
2. Added in Special Stage sprites. I thought the game would just pull those from her Super sprites, but I thought wrong.
3. Updated her continue icon - she now has one, but it's just her HUD sprite for now (with a transparent background, of course.) Planning on changing at some point.

Read the rest of this update entry...
 
I have an Lua for you about Super Floating, made by TeriosSonic. copy this text and put on a file inside your mod

Lua:
-- No Thok Super Float lua by TeriosSonic
-- Free to use as long as you credit me.
addHook("PlayerThink", function(player)
    if player.mo and player.mo.skin == "backwards_aigis" -- charname here
        if player.powers[pw_super] -- If you're super...
        and player.cmd.buttons & BT_SPIN -- ...and you're holding Spin...
        and not(P_IsObjectOnGround(player.mo))
        and player.pflags & PF_JUMPED
            player.charability = CA_THOK -- ...then you'll have the Thok ability!
        else
            player.charability = CA_HOMINGTHOK -- This is the ability you'll have while these parameters are not fullfilled
        end
    end
end)
 
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I think this could be a lot more unique of a character; as of right now it just feels like a reskin of various forms of sonic meshed into one.
 
Tanooki116 updated Backwards Aigis with a new update entry:

Oh look, she's an actual character now.

I'm so incredibly sorry for releasing this character in the state that I did. It was lazy and she was basically just a Sonic clone. I've spent the last while coding some new moves so she plays more uniquely. I hope you can enjoy playing as her now!

Changes:
1. Got rid of the Homing Thok
2. Added shooting ability in its place, with a shooting double jump and appropriate animations

To-Dos:
1. Get rid of the groundsparks left by lazers. Gonna be honest, that was unintentional, but I kind of...

Read the rest of this update entry...
 
Im glad to see this mod improve, and glad I could be of some assistance :wonderful:

I don't know if it is intentional, but with her Custom 1 ability (the flip-shoot) you can actually aim it freely in first-person view, which is very handy in some situations, as well as the projectile trail the shots leave making good traps for Badniks
srb20148.gif
 
Im glad to see this mod improve, and glad I could be of some assistance :wonderful:

I don't know if it is intentional, but with her Custom 1 ability (the flip-shoot) you can actually aim it freely in first-person view, which is very handy in some situations, as well as the projectile trail the shots leave making good traps for Badniks
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Completely intentional! Go all DOOM-style on the badniks!
 
i feel as if the air down-shoot should only toggle on the second jump and onwards
maybe make it so that the laser attacks can be charged to deal more damage/break walls and floors as well?
 
i feel as if the air down-shoot should only toggle on the second jump and onwards
maybe make it so that the laser attacks can be charged to deal more damage/break walls and floors as well?
Funnily enough, the jumpshoot was actually going to only happen on the second jump onwards, but I like it the way it is now honestly. If enough people tell me to change it, I might.
As for the charge shot — I hadn't even considered that before. I'll note it down!
Post automatically merged:

would be cool if going super let you infinitely jumpshoot
It would! I'll consider it.
 

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