[New Update] Falling Sprites For All 2.04
Apr 24, 2023 18:15:03 GMT -6
Michael7, [prismkickA.I.R], and 10 more like this
Post by iCloudius on Apr 24, 2023 18:15:03 GMT -6
New Update v2.04
Version 2.03 change:
- Fixed Peelout glitch
- Added more Sawnic checks
- Fixed falling animation playing while charging a peel-out when falling
This mod replaces the mid-air walk for Sonic and friends when they drop down from a ledge without rolling.
Select from a variety of options such as:
After a Spring Twirl: Calls the falling animation to play after bouncing off of a spring.
After Transforming: Only after transforming from a super/hyper state, Sonic and company will show their falling animation until they hit the ground.
Level Transitions: Instead of playing the usual hurt animation when transitioning from certain levels. It will play the falling animation instead.
While Uncurled: This plays the falling animation when falling off of a ledge, while uncurled.
Mod Order:
How to make add-ons for this mod:
Note: Make sure this goes in your lemon file, not the json.
If you want to make add-ons for this mod, make sure you name the frames as Modded_XX_0, 1, 2. For example, Tails is Modded_Tails_fall_X, Knuckles is Modded_Knuckles_fall_X. For Sonic it's Modded_Sonic_fall_CD_X and the alternate fall is Modded_Sonic_fall_CD_beta_X. Super Sonic it's Modded_Super_Sonic_fall_CD_X and the alternate is Modded_Super_Sonic_fall_CD_beta_X.
You can have as many frames for your falling animation as you want as the mod will automatically detect how many keys are present.
If you want to adjust how fast you falling animation plays, just take the function FallAnimSpeed() into your character mod, and do something like this:
The larger numbers the number, the slower the animation will play. If you don't modify this function, the speed will default to 2.
If you'd like to add compatibility with your ES character, put this function, getESCharacterFallSpriteKey(), in your scripts and do something like this:
Note: If your character mod changes UpdateSonicAnimation(), UpdateTailsAnimation(), or UpdateKnucklesAnimation(). Make sure you base the function like this for example:
Additional downloads:
Sonic 1 Sonic Falling Sprites
Sonic 2 Sonic and Tails Falling Sprites
Sonic 3 Proto Style Falling Sprites
If you want compatibility with separate super and hyper sprites check out
Emi's Custom Super Fall Sprite 2.0
Archive: (Note: This version will have bugs and lacks support for ES characters. Use at your own risk.)
Old version download
- Fixed the error sprite showing up a frame before landing on various objects
- Fixed issue where the falling animation would appear upside down in FBZ in the cylinders
{More images}
DownloadVersion 2.03 change:
- Fixed Peelout glitch
- Added more Sawnic checks
- Fixed falling animation playing while charging a peel-out when falling
This mod replaces the mid-air walk for Sonic and friends when they drop down from a ledge without rolling.
Select from a variety of options such as:
After a Spring Twirl: Calls the falling animation to play after bouncing off of a spring.
After Transforming: Only after transforming from a super/hyper state, Sonic and company will show their falling animation until they hit the ground.
Level Transitions: Instead of playing the usual hurt animation when transitioning from certain levels. It will play the falling animation instead.
While Uncurled: This plays the falling animation when falling off of a ledge, while uncurled.
Mod Order:
How to make add-ons for this mod:
Note: Make sure this goes in your lemon file, not the json.
If you want to make add-ons for this mod, make sure you name the frames as Modded_XX_0, 1, 2. For example, Tails is Modded_Tails_fall_X, Knuckles is Modded_Knuckles_fall_X. For Sonic it's Modded_Sonic_fall_CD_X and the alternate fall is Modded_Sonic_fall_CD_beta_X. Super Sonic it's Modded_Super_Sonic_fall_CD_X and the alternate is Modded_Super_Sonic_fall_CD_beta_X.
You can have as many frames for your falling animation as you want as the mod will automatically detect how many keys are present.
If you want to adjust how fast you falling animation plays, just take the function FallAnimSpeed() into your character mod, and do something like this:
function u8 FallAnimSpeed(u8 character, u8 extrachar)
{
if (character == CHARACTER_SONIC)
{
return 1
}
return base.FallAnimSpeed(character, extrachar)
}
The larger numbers the number, the slower the animation will play. If you don't modify this function, the speed will default to 2.
If you'd like to add compatibility with your ES character, put this function, getESCharacterFallSpriteKey(), in your scripts and do something like this:
function string getESCharacterFallSpriteKey(u8 character, u8 extrachar)
{
if (extrachar == 1 && character == CHARACTER_SONIC)
{
return "ES_falling_anim"
}
return base.getESCharacterFallSpriteKey(character, extrachar)
}
You can also use FallAnimSpeed() to modify the falling speed for ES characters if you'd like.Note: If your character mod changes UpdateSonicAnimation(), UpdateTailsAnimation(), or UpdateKnucklesAnimation(). Make sure you base the function like this for example:
//# address-hook(0x012600) end(0x01286c)
//# translated(0x012a2a) end(0x012a6e)
function void UpdateSonicAnimation()
{
if (global.xtrachar != 57)
{
base.UpdateSonicAnimation()
return
}
else
{
if (char.state == 0x36)
{
base.UpdateSonicAnimation()
return
}
// Additional code
}
}
Additional downloads:
Sonic 1 Sonic Falling Sprites
Sonic 2 Sonic and Tails Falling Sprites
Sonic 3 Proto Style Falling Sprites
If you want compatibility with separate super and hyper sprites check out
Emi's Custom Super Fall Sprite 2.0
Archive: (Note: This version will have bugs and lacks support for ES characters. Use at your own risk.)
Old version download