iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
|
Post by iCloudius on Jun 20, 2023 19:20:44 GMT -6
Could you please send me your mod order as images next time please? But from what I can tell, put Megamix-Styled Fastrun under falling sprites for all. Get rid of the Unused Sonic Idle Animation because Origins Parity galore already has a better version of that in it's code. Finally, put Running Dust above all character mods. Uh oh it's still using the tilted sprites when I fall of an edge Here's a screenshot of my current mod list (1/2) (2/2) (Sorry if I'm being annoying) It's either drop dash plus, improved Sonic, or you didn't update falling sprites. It's also possible that Fang is causing it to glitch because that mod is kinda old. But the creators are working on a newer version. Also, please put the S3C level select above ESU.
|
|
TheSpeedyBlur
Jawz
I've come to make an announcement that I am now a sugary spire playtester also buy pizza tower
Posts: 97
|
Post by TheSpeedyBlur on Jun 22, 2023 15:20:27 GMT -6
I prob won't update until unique knuckles fall sprite comes back
|
|
iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
|
Post by iCloudius on Jun 23, 2023 15:37:01 GMT -6
I prob won't update until unique knuckles fall sprite comes back Okay
|
|
|
Post by Dikini Kill (KP) on Jun 25, 2023 23:40:01 GMT -6
Uh oh it's still using the tilted sprites when I fall of an edge Here's a screenshot of my current mod list (1/2) (2/2) (Sorry if I'm being annoying) It's either drop dash plus, improved Sonic, or you didn't update falling sprites. It's also possible that Fang is causing it to glitch because that mod is kinda old. But the creators are working on a newer version. Also, please put the S3C level select above ESU. So I've figured out the mod causing it, and it's Separate Super/Hyper Sprites. Only problem is I need it to use the Custom Super/Hyper Knuckles Sprites
|
|
|
Post by thomashallmodders on Jun 27, 2023 15:37:07 GMT -6
It's either drop dash plus, improved Sonic, or you didn't update falling sprites. It's also possible that Fang is causing it to glitch because that mod is kinda old. But the creators are working on a newer version. Also, please put the S3C level select above ESU. So I've figured out the mod causing it, and it's Separate Super/Hyper Sprites. Only problem is I need it to use the Custom Super/Hyper Knuckles Sprites You need to use an older version of Drop Dash Plus. I'm still trying to figure out how to use Falling Sprites for All and Separate Super/Hyper Sprites myself. My best option is to use Emi's Custom Super Falling Sprites by Arifkunviid and place it either over or under Falling Sprites for All.
|
|
|
Post by DolphinCube on Aug 11, 2023 12:08:09 GMT -6
heyo so I noticed that you made custom sprites for super sonic when hes falling. Which is good!
Execpt for one problem. His eyes are normally green and the super fall sprites his eyes are black. Can you possibly fix that?
|
|
iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
|
Post by iCloudius on Aug 11, 2023 14:39:19 GMT -6
heyo so I noticed that you made custom sprites for super sonic when hes falling. Which is good! Execpt for one problem. His eyes are normally green and the super fall sprites his eyes are black. Can you possibly fix that? You're free to change them to green on your own terms. If the devs had more time, his eyes would've been black. There's evidence supporting this.
|
|
|
Post by DolphinCube on Aug 12, 2023 9:19:31 GMT -6
heyo so I noticed that you made custom sprites for super sonic when hes falling. Which is good! Execpt for one problem. His eyes are normally green and the super fall sprites his eyes are black. Can you possibly fix that? You're free to change them to green on your own terms. If the devs had more time, his eyes would've been black. There's evidence supporting this. ah got it. Sorry it just looks a little weird in the final build
|
|
|
Post by yebyebbythemouse on Sept 24, 2023 17:12:18 GMT -6
New Update v2.04 - 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
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 SpritesSonic 3 Proto Style Falling Sprites
If you want compatibility with separate super and hyper sprites check out Emi's Custom Super Fall Sprite 2.0Archive: (Note: This version will have bugs and lacks support for ES characters. Use at your own risk.) Old version downloadHey am I allowed to use the tails fall sprites for my skin mod, I want it to have compatibility
|
|
iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
|
Post by iCloudius on Sept 24, 2023 18:51:07 GMT -6
New Update v2.04 - 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
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 SpritesSonic 3 Proto Style Falling Sprites
If you want compatibility with separate super and hyper sprites check out Emi's Custom Super Fall Sprite 2.0Archive: (Note: This version will have bugs and lacks support for ES characters. Use at your own risk.) Old version downloadHey am I allowed to use the tails fall sprites for my skin mod, I want it to have compatibility It's just an edit of Tails' falling sprite from Sonic CD
|
|
|
Post by Sonicfan1994 on Sept 26, 2023 16:29:41 GMT -6
Is this compatible with Swanic?
|
|
|
Post by thalesgust on Sept 26, 2023 19:44:28 GMT -6
Isso é compatível com Swanic? sawnic already comes with this mod
|
|
|
Post by SomeTitanicFan on Sept 26, 2023 19:49:46 GMT -6
I like Ray's falling sprite, it's so energetic and silly, like Ray should be!
|
|
|
Post by Trimint on Sept 27, 2023 3:17:49 GMT -6
Disabled "Bouncing off a Spring" still cause the characters do the animation if "While Uncurled" is on. You may wanna tweak the script a bit to prevent it to happening.
|
|
|
Post by yebyebbythemouse on Oct 1, 2023 17:24:52 GMT -6
Hey am I allowed to use the tails fall sprites for my skin mod, I want it to have compatibility It's just an edit of Tails' falling sprite from Sonic CD I'll take that as a yes and credit you
|
|