The Chaotix

The Chaotix 1

Huh? How do you know that?
Screenshot 2023-10-22 160003.png

if i'm wrong then i'm wrong
Post automatically merged:

It appears it is back.
 
Last edited:
The reason the mod vanished for a bit is because one of the Chaotix devs edited the overview to fix something and as a result the message board's overzealous filter banished it to the approval queue. This might keep happening unless the staff can remove the "new account restrictions" from Team Combirings. Older accounts like mine don't get harassed by the external link filter but idk what the threshold is.
 

The sprites are really good. but in my opinion the sprite of Espio's tail and Espio's leg movements when running are a little less than perfect.

I don't just judge the abilities of the characters. I also rate the perfection of the character sprites.

I say Espio's tail sprite and his footwork when running are not perfect because I often play other characters by rotating the screen 360•. then look at the sprite. I hope the sprites of Espio can be improved a little
 
so uhh bug report:
using the oldc character barrels or switching via. foxbot from heavy to anyone else TRANSFERS his speed
Post automatically merged:

update: nvm it has something to do with xmomentum
 
Last edited:
guess I will post some bugs that I have found

esp2.gif

teleporting into the snail enemies clips Espio into the wall and kills him

he can also teleport past the bars with the crawlers behind them next to the armageddon shield in green flower 1

bomb1.gif

Bomb, Charmy, and Heavy can move at the start of a race
charmycheets.gif

not really a bug just thought it was funny
 
In the same vein as the above Espio's teleport doesn't respect lava as solid

srb20003.gif


I already made code for an unrelated project that makes non-player mobj get blocked by lava and such so DM me if u want an easy fix
 
A dream come true ;_; you guys are so awesome, thank you for giving the classic Chaotix more love than they've had since the freaking 90's...

I am so impressed by the creativity of Vector, Espio, Heavy and Bombs new moveset interpretations, I'd love to know what the thought process/inspiration was for Focus Shift and Beat Bash. I've come to my own conclusions mostly based just off of balancing. If I had to guess it's that wall climbing/running and double jumping I don't think is as fun as what you've given them and can be over-powered/easily lead to too much level skipping.
 
I feel like making Vector's hitbox just a LITTLE bit smaller can benefit me (and the wider playerbase at that) a lot as this is one of the many instances of me getting stuck forever. I also had a similar in the Spleenik OLDC stage.
 
didn't expect to enjoy vector as much as i did once you get the hang of him you can just fly through levels
 
Some bugs to report.

*General*
- Loading Chaotix first and then a map pack that changes the titlescreen will cause the map pack's title screen to bug out. In this case... loading Chaotix & Cyberdime in this exact order will show a broken Chaotix Title Screen. This won't happen if you loaded Cyberdime & Chaotix in this order instead.
(Shown in Video Attachment 3).
---
*Espio*
- For whatever reason using the Double Jump Ability while having a shield in Deep Sea Zone 1 will cause massive frame drops. Should you lose the shield... the framerate will go back to normal. It fixes briefly when you perform the ability but it comes back when it ends. Not all shields will cause frame drops, though.
(Shown in Video Attachment 1)

- He can climb onto Lava Fall FOFs though it only lasts for a second before being forced off them.
(Shown in Video Attachment 2)

- You can somewhat go through Regular Bustable FOFs with the Double Jump Ability. It's kinda inconsistent if it let's you or not.
(Shown in Video Attachment 2)

- You aren't carried sideways if a wall is scrolling left/right horizontally while clinging onto them.
(Shown in Video Attachment 2)

- You get launched in the opposite direction if you cling onto a horizontally scrolling wall and slide off it upwards/downwards. For example... if the wall is scrolling left and you slide off it... you get launched to the right.
(Shown in Video Attachment 2)

- A lua error happens if you use Level Select during the Double Jump Ability.
WARNING: ...rs\CL_ChaotixChars-v1.pk3|Lua/1_Espio/espio_defs.lua:155: Do not access an mobj_t field outside a level! stack traceback: [C]: ? ...rs\CL_ChaotixChars-v1.pk3|Lua/1_Espio/espio_defs.lua:155: in function <...rs\CL_ChaotixChars-v1.pk3|Lua/1_Espio/espio_defs.lua:154>
---
*Mighty*
- Can cling & wall kick off Lava FOF Walls. Remaining on them for nearly a second will force you off them, thought.
(Shown in Video Attachment 2)

- There's a weird teleport bug that occurs if he slides off a scrolling wall going upwards or downwards, though it only happens once.
(Shown in Video Attachment 2)

- You aren't carried sideways if a wall is scrolling left/right horizontally while clinging onto them.
(Shown in Video Attachment 2)

- You get launched in the opposite direction if you cling onto a horizontally scrolling wall and slide off it upwards/downwards. For example... if the wall is scrolling left and you slide off it... you get launched to the right.
(Shown in Video Attachment 2)

? You don't uncurl when touching wall spikes, though... you uncurl when you touch floor spikes.
(Shown in Video Attachment 2)

? There's a chance you could run into a semi-softlock with cacti groups since you bounce off them repeatedly if they're too close together.
---
*Vector*
- You can Beat Bash off Lava FOF Walls.
? You can Beat Bash off No-Climb Walls.
(Shown in Video Attachment 2)

===

*Video Notes*
Video Attachment 1
- Shows the FPS Drop with some shields when using Espio's Double Jump Ability in DSZ1

Video Attachment 2
- The Wall Slide Teleport bug, not being carried horizontally as well as the opposite launch oddity with Espio & Mighty.
- The Lava Fall FOF oddity with being able to wall jump / cling / rebound off them.
- Vector being able to rebound off No-climb Walls.
- Espio being able to inconsistently pass through Bustable FOFs.
- The Spike Bounce oddity with Mighty.

Video Attachment 3
- Title Screen stuff breaking if you load in Chaotix + "Map Pack".

Still exploring the addon, more to arrive later... maybe.
 

Attachments

  • 2023-10-22 21-40-15.mp4
    14.5 MB
  • 2023-10-23 02-46-48.mp4
    14.7 MB
  • 2023-10-23 02-33-10.mp4
    1.3 MB
Last edited:
Some bugs to report.

*General*
- Loading Chaotix first and then a map pack that changes the titlescreen will cause the map pack's title screen to bug out. In this case... loading Chaotix & Cyberdime in this exact order will show a broken Chaotix Title Screen. This won't happen if you loaded Cyberdime & Chaotix in this order instead.
(Shown in Video Attachment 3).
---
*Espio*
- For whatever reason using the Double Jump Ability while having a shield in Deep Sea Zone 1 will cause massive frame drops. Should you lose the shield... the framerate will go back to normal. It fixes briefly when you perform the ability but it comes back when it ends. Not all shields will cause frame drops, though.
(Shown in Video Attachment 1)

- He can climb onto Lava Fall FOFs though it only lasts for a second before being forced off them.
(Shown in Video Attachment 2)

- You can somewhat go through Regular Bustable FOFs with the Double Jump Ability. It's kinda inconsistent if it let's you or not.
(Shown in Video Attachment 2)

- You aren't carried sideways if a wall is scrolling left/right horizontally while clinging onto them.
(Shown in Video Attachment 2)

- You get launched in the opposite direction if you cling onto a horizontally scrolling wall and slide off it upwards/downwards. For example... if the wall is scrolling left and you slide off it... you get launched to the right.
(Shown in Video Attachment 2)

- A lua error happens if you use Level Select during the Double Jump Ability.
WARNING: ...rs\CL_ChaotixChars-v1.pk3|Lua/1_Espio/espio_defs.lua:155: Do not access an mobj_t field outside a level! stack traceback: [C]: ? ...rs\CL_ChaotixChars-v1.pk3|Lua/1_Espio/espio_defs.lua:155: in function <...rs\CL_ChaotixChars-v1.pk3|Lua/1_Espio/espio_defs.lua:154>
---
*Mighty*
- Can cling & wall kick off Lava FOF Walls. Remaining on them for nearly a second will force you off them, thought.
(Shown in Video Attachment 2)

- There's a weird teleport bug that occurs if he slides off a scrolling wall going upwards or downwards, though it only happens once.
(Shown in Video Attachment 2)

- You aren't carried sideways if a wall is scrolling left/right horizontally while clinging onto them.
(Shown in Video Attachment 2)

- You get launched in the opposite direction if you cling onto a horizontally scrolling wall and slide off it upwards/downwards. For example... if the wall is scrolling left and you slide off it... you get launched to the right.
(Shown in Video Attachment 2)

? You don't uncurl when touching wall spikes, though... you uncurl when you touch floor spikes.
(Shown in Video Attachment 2)

? There's a chance you could run into a semi-softlock with cacti groups since you bounce off them repeatedly if they're too close together.
---
*Vector*
- You can Beat Bash off Lava FOF Walls.
? You can Beat Bash off No-Climb Walls.
(Shown in Video Attachment 2)

===

*Video Notes*
Video Attachment 1
- Shows the FPS Drop with some shields when using Espio's Double Jump Ability in DSZ1

Video Attachment 2
- The Wall Slide Teleport bug, not being carried horizontally as well as the opposite launch oddity with Espio & Mighty.
- The Lava Fall FOF oddity with being able to wall jump / cling / rebound off them.
- Vector being able to rebound off No-climb Walls.
- Espio being able to inconsistently pass through Bustable FOFs.
- The Spike Bounce oddity with Mighty.

Video Attachment 3
- Title Screen stuff breaking if you load in Chaotix + "Map Pack".

Still exploring the addon, more to arrive later... maybe.
I believe some of them are intended like the Beat Bash to non-climb walls and some others have not properly coded to not behave to unclimbable walls or moving walls
 
Writing down a lot of complaints. But, before I do, I just wanna make sure it's known that all of these characters are still some of the best ever made for SRB2, regardless of my nitpicks. Amazing sprites and it's very clear that there's been so much love put into this release!

- Espio - 4/5

A lot of my issues with Espio are things that existed in the old version too, and I wasn't expecting to see any differences to them, so the stuff that is improved is a pleasant surprise. The old Espio just had that very straight-forward charge double jump slow fall, where you just charged to max and released and that was pretty much all there was to the depth. Comparatively, Focus Shift is way more fun & interesting, and has more ways to use it. I actually appreciate that it's harder to get on ceilings using it.

I still would like to see wall running to be more natural and momentum based. I would prefer to see your current movement speed transition into the wall, instead of it being mostly just a set speed. Instead of slowing down a bunch at the end of an arbitrary timer, apply a constant force and slip off when you lose too much speed. It's also just feels strange how you need speed to stay on walls, but you don't need any to stick to the ceiling. As it is now, it's fine I guess, but it feels very obvious just how arbitrary/fake the wall cling is. But again, these are all of the same suggestions I made for the old Espio, and I wasn't expecting these things to be changed any, so it's whatev.

- Mighty - 2/5

I'm going to be honest. I used to be a Mighty fan, but after Mania Plus I have to put an asterisk on that, because they made his ability a stomp. I really don't like stomp moves, and because of Mania all fan projects are now going to make him "the guy with the boring stomp move" instead of "the guy with the cool wall kick". I like that you can go into Drop Dash with Hammer Drop, that's kind of neat and gives it an option to keep flow going. But I go back to not liking it, because Hammer Drop is on the same input as Wall Kick, which is very nasty since they're two polar opposite abilities.

I'm really not sure what to recommend for this, since even though I don't like Hammer Drop, I wouldn't dare suggest deleting it because there's a lot of effort put into it + I get the desire to replicate one of his official abilities from the games. Maybe make Hammer Drop itself a charge input like Drop Dash (charge up, hear sound cue / see animation change, release to slam down), so it's harder to do on accident? I dunno. As it is now, the input mix ups are too frustrating when they happen, this is unfortunately the only character from this pack I won't return to as is.

- Charmy - 5/5

His abilities are a bit spammy, but that's just accurate to Charmy, so I wouldn't feel right docking points for that. The abilities themselves are still more swag compared to actual Chaotix, so they're a super fun character. The extra touches like getting your stinger stuck in geometry, and the bee sounds when running, are also really fun. In particular I like the stinger getting stuck as a punishment for missing enemy bounces with the downwards sting, that makes it feel just a touch more risk-reward than it would be otherwise.

- Vector - 4/5

Vector is absolutely gorgeous, and his abilities are extremely cool, but they have a lot of minor annoyances which make him, well, annoying to use.

Beat Bash is fun, I like that it's Rebound Dash but with the dumb wall humping that makes it annoying to witness removed. So, I want to clarify that I like that it's punishing and that there's a timing element. The problem I have is that the feedback for the correct timing is very vague. I think the character blinks, but even when I'm looking for that I can't always see it. (I only even noticed it after playing for a long time, I thought for a good while you just had to guess...) I wish there was a sound cue or some kind of big particle effect to make it more palatable, as it is now it can feel pretty inconsistent. It's also a huge shame that this ability does not take cmd.latency into account to make the timing more lenient under netgame lag, so it's practically unusable in multiplayer.

Record Rush is the most fun part of Vector to me, but it feels kind of like this ability was only designed for largest of empty sandbox maps. Even using it in GFZ is pretty finnicky and difficult, and you can forget about it in any harder zones. Just always find myself wishing for just the sliiightest bit of extra turning, feels like I just barely touch the corner of everything. Not sure what to suggest for harder stages, rolling loses you a lot of control for very few tangible benefits. Maybe a higher jump while you're in this state, and/or make colliding with a ledge while in the air bump you up & away from it so you can go into Beat Bash and recover.

- Heavy - 3/5

I feel so conflicted about this guy. I want to put this guy at 5/5, I really do. I love seeing the two Chaotix robos get attention and love, they're my favorite designs besides maybe classic Vector. They are basically Wario dash + Plague Knight charge jump rolled into one character, which feels made for me. I really want them to be my favorite in the whole pack.

But I really can't stand the stomp, it's my kryptonite.
- All of the problems as Hammer Drop on Mighty; it's a very touchy "go down instantly" ability on the same input as the "go up slightly" ability.
- Sets all horizontal momentum to 0. I generally find stomp moves boring period, but even Hammer Drop doesn't do this.
- Since the jump encourages you to charge it in advance, it makes the random accidental slope launches even more frustrating.
- I just don't understand why it exists at all. It's not a reference to an actual game like Hammer Drop is for Mighty. Is there some very niche scenario in the vanilla campaign that I couldn't find where you can't get the stomp effect from falling from a high jump?

All of my suggestions to fix this would be:
- Delete the stomp ability.
- Make the jump chargeable in the air.
- Charging jump in the air increases your gravity.
- Remove the nerf on air-jumping.

The idea being that if there needs to be a way to get the strong falling effect on-demand, it should be wrapped into one of his other abilities. Going into "wide mode engaged" in the air just feels like the perfect way to do so. I suggested removing the nerf on air-jumping, because ideally the extra gravity while doing so should balance out against the extra jump power.

Also, Heavy is currently the only character in the whole pack whose abilities are still enabled in SRB2infinity. This means there's 5 whole characters that already work out of the box flawlessly that I can't use, just because there's 1 character in the pack that doesn't work. Not a big deal, but it's just an example of a bit of a pet peeve I have with trying to host and maintain servers with characters that are only packed together because "it's hype" :p

- Bomb - 5/5

This guy is pretty simple but they are pure raw cocaine. Probably the best and my favorite in the whole pack, but again I am biased in favor of Eggman's mechanics. Honestly, do I have to say anything other than "this character has hitstun"?
 
I enjoy these characters a lot. Probably some of my favorite add-on characters to date. They're all visually very faithful and have abilities that are extremely fun to use. Vector might just straight up be one of my new mains.

I do agree that the tell on Vector's Beat Bash makes it hard to predict the timing. Some sort of added visual like a new sprite or particle might help with that. (Maybe make him cling to/squish against the wall for a few tics? Not only would that make it more clear, it'd also probably add to the game feel.)

Mighty's stomp ability having no form of activation leniency in combination with his wall kick also leads to some frustration when trying to platform. It has the same issue that the Bounce Bracelet/Light Dash in SA2 does where both context-sensitive actions are bound to the same button and character state and leads to a lot of 50/50 situations in which it's not really clear what ability will happen first. I like Sal's suggestion of making it a charge ability, since that would solve the issue of accidental inputs whilst still keeping the ability on the same button.

Espio and Charmy feel super true to their characters while still giving them new tools that set them apart from their original appearances, and I don't have many issues there. Heavy and Bomb are also still very fun. Both the bots are incredibly goofy though and I'm happy you let that bleed into their gameplay -- though Heavy shares kind of the same issue that Mighty does in regards to their abilities creating some frustration in regards to how they work through player input.

But beyond that, these are all extremely solid characters. Well done.
 

Who is viewing this thread (Total: 2, Members: 0, Guests: 2)

Back
Top