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Modern Mighty

Mizzhap

Complete Global Saturation
i have a few general criticisms i'd like to line out, just from my personal preferences while i was playing the mod. granted, most of this is just what i believe would be better design, and what you have so far is definitely solid!

- the attacks should be remapped a little bit. for the most part, they're pretty good and a valuable addition to mighty's moveset (though mostly in level maneuverability rather than...actual combat), but i don't see the need to have them have different functions in mid air. the punch is perfect for on ground and (should be changed to add) mid-air movement, not much different than it is now aside from the change of just removing the ability to hold the button to spam.
additionally, i think the kick could take the role of being the vertical movement attack, functioning identically to how the mid-air punch works currently. that leaves the drop kick, which...should really be axed, personally. the bounce pretty much covers that base, making the drop kick pretty redundant in my opinion.

- the bounce is the most solid part of this moveset as it currently exists. the only thing i'd really change about it is to have the homing attack be a single target move only, but i understand if that's a creative decision you don't want to remove.

- i think the jump height should be higher. the CSS describes mighty as a slow and heavy character, and while i feel like his runspeed is fine as is, i think his jump height is pretty debilitating and should be increased just a smidge. just a smidge, though.

all that literal wall of fucking text aside, i enjoyed what you have so far, and the sprites are quite appealing even despite the more washed out look that the original drafts intended for. good luck on this project!
I see what you mean about the attacks, and I probably will implement everything you've suggested as it seems like the best option. As for the homing attack, I may make it seperate from the slam; maybe have the built in CA_HOMINGTHOK mapped to Jump and the slam mapped to Spin midair? (Spin on the ground will initiate a guarding stance in which you aren't able to move). Thanks for the feedback! 👌
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Modern Mighty would need a super form edited:also great job
I'm certain Mighty can turn super already, unless you mean seperate sprites for his super form? I won't be adding those, as there isn't really much I can do to make a shell seem cool.
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Mighty could use some sprites for hitting springs (right now it's just him running in midair) and getting hit (he's in his standing sprite). I don't know if you know that already but I figured I mention this just in case. Great job so far.
I'm aware of this, sprites are a work in progress.
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Hey guys, just letting you know that a new build dropped! (This is gonna look weird if it merges with my last post lol)

Changelog:

Overhauled most of Mighty's moveset - Uppercut and Dropkick no longer exist and have instead been reworked into a much more useful Punch and Kick! Also, the Homing Slam works a lot more how I originally envisioned it; rather than closing in on enemies flat out, it slams down in the direction of nearby enemies; this has fixed a majority of slam-related bugs reported.

He also now automatically curls into a ball if left vulnerable midair (deeefinitely not an excuse to not draw spring sprites...)

Anyway that sums up most of the changes made, remember this is bugtesting only and have fun testing!
 

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Boost

Member
Overhauled most of Mighty's moveset - Uppercut and Dropkick no longer exist and have instead been reworked into a much more useful Punch and Kick! Also, the Homing Slam works a lot more how I originally envisioned it; rather than closing in on enemies flat out, it slams down in the direction of nearby enemies
Punch and Kick doing the same thing both on the ground and in mid-air is a great improvement. The same goes for Homing Slam, which is now far more predictable and no longer suddenly yanks you towards the enemy mid-bounce if you were doing the move from afar. One thing I want to note is that kick sends you higher into the air than a normal jump. It's not really an issue, but I just wanted to point that out.

As for the actual issues:
First of all, the one with the Kick being cut short by releasing the jump button still exist.
I also found two new issues:
1) A minor one: if Mighty punches while on the ground, then he will be unable to use the kick until he leaves the ground somehow (by dropping off, by jumping, by being knocked back from taking damage etc.). An easy fix for this issue would be to make Mighty do a very tiny hop when punching on the ground.
2) Well...
He also now automatically curls into a ball if left vulnerable midair (deeefinitely not an excuse to not draw spring sprites...)
It works only visually. It doesn't destroy badniks if you jump on them this way, it makes you take damage instead.
An interesting thing to note is the fact that Mighty preserves the spinning state if you punched or kicked after jumping, but if he kicked from the ground, he tries to curl using this newly added function... Which, as I just said wrote, is only visual.
 

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Mizzhap

Complete Global Saturation
Punch and Kick doing the same thing both on the ground and in mid-air is a great improvement. The same goes for Homing Slam, which is now far more predictable and no longer suddenly yanks you towards the enemy mid-bounce if you were doing the move from afar. One thing I want to note is that kick sends you higher into the air than a normal jump. It's not really an issue, but I just wanted to point that out.

As for the actual issues:
First of all, the one with the Kick being cut short by releasing the jump button still exist.
I also found two new issues:
1) A minor one: if Mighty punches while on the ground, then he will be unable to use the kick until he leaves the ground somehow (by dropping off, by jumping, by being knocked back from taking damage etc.). An easy fix for this issue would be to make Mighty do a very tiny hop when punching on the ground.
2) Well...

It works only visually. It doesn't destroy badniks if you jump on them this way, it makes you take damage instead.
An interesting thing to note is the fact that Mighty preserves the spinning state if you punched or kicked after jumping, but if he kicked from the ground, he tries to curl using this newly added function... Which, as I just said wrote, is only visual.
Thanks for reporting, I'll take a look tomorrow and see what I can do about these bugs. 👍

(About the recurl only being visual, it uses S_PLAY_JUMP, so it should work fine. Maybe a ShouldDamage hook is needed.)
 
About the recurl only being visual, it uses S_PLAY_JUMP, so it should work fine.
it's important to note that applying a state to the character only applies the animation (in this case, the spinning/jumpball animation) and does not apply any of the benefits that come with being in the jumping state. in order to actually send the player into a jumping state, you'll either have to mess with the player flags, or (as you already established) use a ShouldDamage hook to allow players to deal damage.
 

Damianaman

Member
i dont know if i need to ask this but can i just use it for myself? i'll still post bugs when i find them though! (im on phone so i cant use it yet :dramahog:)
 

Retrorezzie

Just a dude making art and playing SRB2
Little update since I haven't posted progress in a while, Mighty is getting a visual overhaul to look closer to SRB2's artstyle. GokuAcid made this sprite that I'm going to use as a base
I really like the new spritework!, not to mention the abilities feel very nice to use! the homing slam does feel a bit too floaty, and i think the punch and kick should have a bit more momentum
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I really like the new spritework!, not to mention the abilities feel very nice to use! the homing slam does feel a bit too floaty, and i think the punch and kick should have a bit more momentum
id also like to say, i could probably help out with sprite work if you'd like.
 
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Mizzhap

Complete Global Saturation
I really like the new spritework!, not to mention the abilities feel very nice to use! the homing slam does feel a bit too floaty, and i think the punch and kick should have a bit more momentum
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id also like to say, i could probably help out with sprite work if you'd like.
I'd love some help with the sprites! And I'll work on making the Homing Slam heavier and giving the moves more momentum.
 

Mizzhap

Complete Global Saturation
Hi! Hi! Hello! Been a while since I posted here.

You might have been wondering, "Where did Modern Mighty go?" and don't worry; he's still in development.

The huge gap in any progress was caused by sheer lack of motivation due to a certain someone posting a video of Mighty on YouTube, even after the original post stated explicitly not to.

As a precautionary measure to combat this happening again, I will not be releasing public betas. I know, very sad; but I'll at least try to keep you posted with gifs and such.

Within the development gap, I did sort of "move on" to other projects; one is on hiatus, another is facing a coding issue (hurry up ruby!!) and another got released, but wasn't received well since I rushed it.

Because of these other projects, Modern Mighty will take a little longer to come out - please be patient.

I think that's all I have to say - I only posted this to ensure mods wouldn't lock it. :)
 

Deadsky

Im noone that matters
Hi! Hi! Hello! Been a while since I posted here.

You might have been wondering, "Where did Modern Mighty go?" and don't worry; he's still in development.

The huge gap in any progress was caused by sheer lack of motivation due to a certain someone posting a video of Mighty on YouTube, even after the original post stated explicitly not to.

As a precautionary measure to combat this happening again, I will not be releasing public betas. I know, very sad; but I'll at least try to keep you posted with gifs and such.

Within the development gap, I did sort of "move on" to other projects; one is on hiatus, another is facing a coding issue (hurry up ruby!!) and another got released, but wasn't received well since I rushed it.

Because of these other projects, Modern Mighty will take a little longer to come out - please be patient.

I think that's all I have to say - I only posted this to ensure mods wouldn't lock it. :)
Its quite sad how people cant read and completedely ignore what the creator wanted
These types of guys shouldnt be considered humans ngl


Anyways i feel sorry for knowing that
Goodluck with what youre planning but remember to not rush and take breaks if you feel like doing so :)
 

MAJD_TRASHCAN

Stupid idiot thinks he can fly.
i think this maybe because this mod is still beta but i feel like the sprites is from 1.0.9.4 or 2.0.7 it feels soulles maybe the sprites is gonna be fixed in future update and adding new and fun abilitys this mod can be the best mod
 

Mizzhap

Complete Global Saturation
Lil update!!

I've decided against using GokuAcid's sprite as a base, rather Cosmic Emerald very generously made a more SRB2-ish sketch of the sprite, which I fleshed out and modelled after Modern Sonic V6's style.

In terms of moveset, I'm scrapping his entire current moveset in favor of a new one that borrows elements of his moveset in Sonic World DX; for example, an aerial kick that can latch onto walls. DX isn't my only inspiration though, as I want to preserve my original vision of Mighty having a combat-based moveset. As a result of this, I'm going to be using an 06/Frontiers style homing attack, stopping in front of an enemy, and having a small window to attack them. This is most useful with those annoying drill guys in Castle Eggman.

I don't have any gifs to show off just yet, but I can show Mighty's new sprite style next to Modern V6's for everyone to compare and give critique.
 

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GreenRose

Member
Lil update!!

I've decided against using GokuAcid's sprite as a base, rather Cosmic Emerald very generously made a more SRB2-ish sketch of the sprite, which I fleshed out and modelled after Modern Sonic V6's style.

In terms of moveset, I'm scrapping his entire current moveset in favor of a new one that borrows elements of his moveset in Sonic World DX; for example, an aerial kick that can latch onto walls. DX isn't my only inspiration though, as I want to preserve my original vision of Mighty having a combat-based moveset. As a result of this, I'm going to be using an 06/Frontiers style homing attack, stopping in front of an enemy, and having a small window to attack them. This is most useful with those annoying drill guys in Castle Eggman.

I don't have any gifs to show off just yet, but I can show Mighty's new sprite style next to Modern V6's for everyone to compare and give critique.
wow frankly it's starting to be good I hope after Modern Mighty we can in the near future a ModernRay but incredible works! :wonderful:
 

Mizzhap

Complete Global Saturation
Slight head adjustment, his forehead was massive lol
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wow frankly it's starting to be good I hope after Modern Mighty we can in the near future a ModernRay but incredible works! :wonderful:
I'm not sure if "starting to be good" is an insult but thanks anyway.
 

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Mavrik

Member
Slight head adjustment, his forehead was massive lol
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I'm not sure if "starting to be good" is an insult but thanks anyway.
we cant make final opinions on wip projects based off of one image
 

Mizzhap

Complete Global Saturation
we cant make final opinions on wip projects based off of one image
One image is all I really have right now. If you're asking for a full pk3, read my other post about why I'm not doing public betas anymore.
 

Mavrik

Member
One image is all I really have right now. If you're asking for a full pk3, read my other post about why I'm not doing public betas anymore.
what i was saying was that it be silly to make assumptions before it becomes a public release, im not begging for a beta or any other form of ideocracy, im just saying it's starting to look promising
 

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