Redesigned and Rerendered with all the little improvements I've made to my workflow over the last year, Nasya 2.0 is here!
Nasya the Weightless is my super special snowflake original character. Nasya can't run or jump like a normal character. Instead she drifts around in low gravity, kicking bouncing off walls and tumbling through the air. Her gameplay is highly transformative, and difficult to master.
Nasya also comes with a set of cutscenes, and a bonus boss fight at the end of the game. I would love if this helped motivate you to face the challenge of clearing the game with her.
If you hate fanfiction, you can use the -nolore version instead, which removes all that.
- If you tap the movement keys the moment you hit the ground, you will redirect your momentum towards your new direction, and gain a little speed. (You'll know you got the timing right if you see a bursting star effect)
- If you hold the jump key instead, you will charge up a jump with your stored momentum. Time releasing the button with the direction indicator to control your jump angle. Gain stupid amounts of height by aiming straight up.
- If you're too early or too late on either of these inputs, you will still move, but considerably slower, and you won't redirect your momentum.
- If you hit a wall while in the air, you will cling to it. Touching a wall is the same as touching the ground to Nasya, and you can keep your movement chain going this way. (Though the timing for walljumps is a bit tighter...)
- If you press the spin key in the air, you can perform a twirl attack. This is your only means of damaging enemies, and can also break blocks. (Nasya is considered a 'strong character,' and can also break blocks beneath her. The latter is necessary for DSZ2 to be beatable >.>)
- If you press the jump key in the air, you will begin tumbling down at normal gravity. This is particularly useful if you find yourself slowly drifting high in the sky after botching your timing. You can't walljump while tumbling, but you can return to antigravity by pressing the jump key again.
- As of 1.3, you can now bounce off of death pits up to three times per jump. Use this to tell Aerial Garden to go fuck itself.
- The difference between Nasya when you're flopping around unfamiliar with her and Nasya when you're using her tools effectively is huge. Don't be surprised if a section that seems impossible for her at first can actually be cleared in a few seconds.
- Because of how she redirects momentum, Nasya doesn't need much space to get up to high speeds. Just bounce back and forth faster and faster before using jump to shoot off into sky.
- "Unaffected by gravity" includes reduced or inverted gravity such as underwater or in Egg Rock. Nasya will control the same no matter the environment.
- The tumble is your key to controlling your movement through the air. Time it correctly to land on platforms, hit the ground more often to gain more speed, or just avoid flying off into space.
- Quickly double-tapping the jump key from a standstill is your most reliable way to inch forward. Also handy for if you need to fall down holes.
- Switching between flying and tumbling is possible even when launched from things like springs. Use this to control how much height you get out of level objects. Just remember to be in flight mode when you hit the wall if you want to keep your speed.
- Nasya thrives on disrespecting the level design. Use your jump at high speeds to soar right over that Doctor Wiley shit. Tails WISHES he was this nonsense.
- Because she basically has her own physics, a lot of level gimmicks will interact strangely with her. I've fixed most of what I know of, but always be on the lookout.
- If you cling to a moving wall, and then it moves out of the way, you'll float. (Or is it actually a feature because antigravity? )
- Completely rerendered Nasya with a new design, proportions that better match other SRB2 characters, and pants.
- Added small extra animations, such as alternating feet with each step, and different wallcling angles.
- Visually redesigned Super Nasya to take advantage of dynamic skincolors. Hyper Nasya and Mystic Star Nasya maintain their original designs.
- WAD-ON TECHNOLOGY - Kirby can now become Weightless Kirby by snacking on a floatcat.
- In social situations, it may now be possible to persuade Nasya to dance. Maybe.
- A -nolore version is now available, which excludes Nasya's cutscenes and bonus bossfight.
- Nasya can now survive in space for twice as long as other characters. ERZ2 is now slightly less impossible.
- Nasya will now redirect her vertical momentum as well as horizontal with each step. This makes getting flung into orbit slightly less punishing, though it's suble enough I wouldn't blame you for not noticing...
- Fixed a small animation glitch with the thoktwirl.
- So much stuff holy crap. I've bolded what I consider the most important changes.
- Improved analog/simple mode support thanks to a code snipped from Rumia. You can now Nasya diagonally.
- Walljumping is now MUCH more consistent thanks to me finally figuring out how to make effective use of the MobjLineCollide hook. You should no longer get stuck on ceilings either.
- Balance wise, you can no longer walljump off of thok barriers or anti-echidna walls.
- Walljumping now gives you a full 360 degree angles to work with, making it much easier to recover from a bad wallcling. The angle indicator also more accurately reflects the angle and speed you'll travel at.
- To make up for fixing clinging to skyboxes, you can now bounce off of death pits up to three times per jump. The counter is reset by landing or wallclinging.
- SUPER NASYA - Collect emeralds and rings as usual, then press either jump+spin simultaneously or custom3 to go super. Super Nasya has dramatically increased midair control, infinite death pit bounces, and can smack enemies with the Sun.
- Rumor has it that sharing power with a certain Mystic hedgehog might alter this form somewhat... (Thanks to Goldenshine for helping me figure out exactly which variables to play with for this!)
- Added more frames to the tumble and twirl animations.
- Tweaked a couple sprites to be slightly less crusty. Only slightly.
- New Shield Abilities - Collecting most shields will alter Nasya's twirl ability slightly.
- Elemental shields increase the radius of her twirl.
- Electric shields make the twirl more spammable.
- Double jump shields give Nasya a small amount of height with each twirl.
- Force shields let Nasya thok.
- Post-upload anxiety AAAAAAAAAAAAAAAAAAAAAAAAA
- Added real damage frames now that GET DOWN has stopped being funny. You can still escape out of your damage frames to quickly recover in midair with the jump key.
- Fixed RVZ gimmicks for realsies this time.
- Removed references to S_SKIN stats to improve compatibility with physics altering mods.
- Fixed some obscure oddities by moving the twirling code to PlayercanDamage.
- Nasya's ending is now a bit more interesting than the default emerald fireworks.
- Some other nonsense not worth mentioning in this post.
- Taking advantage of 2.2.1 features, Nasya now has 16 angles for most frames! Hurray for prerendered sprites!
- This isn't actually a feature of the mod, but 2.2.1's drop shadows work super well with Nasya. If you had trouble with her before, I suggest trying her on the new version. It helps a lot!
- As long as I was rerendering all the frames, I adjusted her colorability to work more like other characters.
- Also added NIGHTS and Idle frames. Her hair now animates during some animations as well.
- Implemented some of Rumia's suggestions for fixing stage gimmicks. Nasya now has the ability to just jump like a normal person when being pushed by DSZ currents, hanging from ACZ ropes, or standing on RVZ rocks. This should put most stage gimmicks in the "workable" category.
- Because it's funny to me, she still reacts to tornadoes by GET DOWN Yureru mawaru fureru setsunai kimochi~
- Attempting to walljump towards a wall will now cause you to jump parallel to the wall. This generally feels a lot better, but you may run into some weirdness when you appear to cling to a wall at the wrong angle.
- Her midair control has been significantly increased. This should mitigate some of the frustration of losing all your speed and being stuck drifting in the air.
- Doubled the timing window for keeping your speed while stepping or jumping.
- Added a small graphical effect to indicate your charge level. (Thanks Ikkarou Tatsuru for the suggestion!)
- Completely reworked the jumping. You now hold the button instead of tapping it, causing a direction indicator to bounce back and forth. It's a bit trickier to go the way you want now, but you don't have to mess with weirdness from the renderer.
- Fixed a bug related to controller input. (Thanks Frostiikin for helping me test this!)
Special thanks to Kays on Discord for the linedef-detection code that forms the basis of the wallcling ability. (Why does an object that just hit a wall not know which wall it hit exactly??)
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