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[SUGOI 2] Oh My God! It's Joseph Joestar In SUBARASHII: X-Mas Mode In July Details »»
[SUGOI 2] Oh My God! It's Joseph Joestar In SUBARASHII: X-Mas Mode In July
Version: v1.2, by TehRealSalt (Ya Gal Sal Here (σᴥσ)) TehRealSalt is offline
Developer Last Online: Nov 2018

Category: Version: SRB2 Rating: (10 votes - 5.00 average)
Released: 07-27-2017 Last Update: Never Installs: 8
Single Player Levels Multiplayer Levels SOCs Scripts Sprites/Graphics

SUBARASHII will assume you have already gotten the ~True Ending~ in SUGOI. If you haven't done so, and wish not to be spoiled, you should go do that now.



Sonic Uncovers Banning And Realizes Anime Spoilers Hurt Intricate Ideas is... a mouthful. I mean, it's the sequel to SUGOI, a community project that ended up way more successful than I had ever anticipated! So I thought, why not make a sequel? Turns out, this also became more successful than I had ever anticipated! If you missed out last time, here's what went down: I gave everyone a month to make a level, tied them together with a hub level and a final boss, and released it! It's the result's a mod by the community, for the community! None of this would've been possible without the massive contributions I recieved. While the basic format is the same as last time, I tried to do some extra stuff to make this one unique in its own ways.

Let's see what the back of the box says:
  • 48 fully featured levels, with 7 being unique Emerald Stages!
  • A shop system to give you helpful items in tough levels!
  • An all new Marathon Mode for speed runs!
  • Features work from over 60 different contributors!
  • The exciting continuation of the plot!
  • More gosh dang anime.


Spoiler: The Manual (WARNING: Minor spoilers)
STARTING UP:
Before you can play SUBARASHII, you will need the parent game, Sonic Robo Blast 2. You can find the download over at www.srb2.org. It is highly recommended you have an understanding of the original game before trying SUBARASHII. Afterwards, you can boot up SUBARASHII like any other SRB2 add-on.
  • Opening the included .bat file, labeled "Play SUBARASHII". This method is the most recommended. If you have SRB2PlusC, then you may use "Play SUBARASHII (PlusC)" for IO save file support.
  • Using the addfile console command. Open up the console, and enter in "addfile scr_subarashii_v1.wad". It is highly recommended you do so at the title screen, and not in-game.
  • Using the command line. Running the game with the parameter "-file scr_subarashii_v1.wad" will load SUBARASHII.
  • Using a third-party launcher program. Instructions and support on using these programs should be provided by creator of the program used.
PROLOGUE:
here we last left off in SUGOI, Sonic the Hedgehog found all of the hidden Chaos Emeralds, and got through the treacherous Garanz Site Act 16. However, after doing so he ran into Dr. Eggman, and his latest invention: Anime Eyes Sonic. Sonic was merged with Anime Eyes Sonic, becoming an all-knowing weeaboo of infinite power, as Knuckles the Echidna makes a last second escape before he too was claimed.

Now, Eggman has befriended his previous arch-nemesis, hanging out and discussing anime and manga with Anime Eyes Sonic all day long. However, this newfound friendship doesn't last for very long, when Eggman asks him who is the best girl. Anime Eyes Sonic answers poorly, which sends the doctor into a fit of rage! Proclaiming that Anime Eyes Sonic had failed him, Eggman knocks the anime out of Sonic and sends him into the Shadow Realm.

In the Shadow Realm, Sonic meets up with a gang of hundreds of Shadow the Hedgehogs in their house. They team up to find Hypermysteriousshadonic123311, the only being that is powerful enough to stop Eggman's fiendish plan to destroy Pueblo City!
HOW TO PLAY:
SUBARASHII shares most of the controls and its mechanics from its parent game that will not be covered here. However, there are a few key differences.
  • EMERALD TOKENS:
    The emerald tokens have changed from normal SRB2. Instead of being sent to the next special stage at the end of a level, they will be added to your Emerald Token counter. You can spend these in the hub level, either in the shop or to enter Emerald Stages.
  • HUB:
    Starting a new game will bring you to Joestar Manor, the hub level of the game. Here, you can select a level, buy items, or enter an emerald stage.
    • SELECTING A LEVEL:
      Simply hop into a painting representing the desired level in the hub, and you'll be met with the voting screen. Here, the level name and author will be displayed. Simply press the Jump key to accept, or Spin to decline. If accepted, then you'll warp to the selected level. Otherwise, you'll be brought back to the entrance of the hub. In multiplayer, the majority's vote determines if it is successful or not. If the level is an emerald stage, the token cost will also be displayed.
    • PROGRESSION:
      Each gate in the hub is blocked by a certain number of Emblems. There are various ways to get emblems. You will naturally get an Emblem by completing a level. You can also find Emblems hidden in most levels, and earn Emblems in Record Attack mode by achieving certain goals. Going for as many Emblems as you can in levels you enjoy will unlock gates quicker, while only completing stages can be much slower and more tedious. The ultimate goal is to unlock and complete the single level behind the Final Tower gate, but collecting as many Emblems as you can may net you extra unlockables and extra content. Due to the lack of emblems in multiplayer, progression is based on number of maps beaten instead.
    • BUYING ITEMS:
      On the second floor in the right wing of the hub level is the shop. Step on the platform, and the shop interface will be brought up. This menu shows the currently available items, the Emerald Token cost and the description of the selected item, your currently held item, and your current number of collected Emerald Tokens. The Strafe Left/Right keys change which item for sale is selected, the Jump key buys the selected item, and Spin exits this menu.
  • EMERALD STAGES:
    Emerald Stages work differently from the normal levels. In addition to the normal level completion emblem, they also give out a Chaos Emerald! However, it costs an Emerald Token to enter one each time. Losing any Emerald Stage will bring you back to the hub level. If you find that an Emerald Stage is giving you too much trouble, you can buy out Chaos Emeralds from the shop, but at a much more expensive price. Most Emerald Stages have a special gimmick or alternate control scheme, as well, which are documented here.
    • GREEN EMERALD: Greenflower Grove Zone 1
      In this emerald stage, you play a recreation of Sonic 3D Blast. Defeat the enemies, collect all of the Flickies and bring them to the exit ring to get the Chaos Emerald.
    • PURPLE EMERALD: Tropical Island
      A simple 2D level, but instead of rings protecting you from hits, you have a dedicated Energy meter. It depletes over time and when you get hit. Get to the end of the stage without draining your Energy to get this stage's Chaos Emerald.
    • BLUE EMERALD: A Minesweeper Field
      The goal of Minesweeper is to uncover every safe tile and to place flags on all of the mine tiles. Pressing Spin uncovers the tile you're standing on, while Jump places a flag on the tile. On an uncovered tile, the number indicates how many mines are in the 8 tiles around it. By using the process of deduction, you can figure out which tiles to flag and which to dig.
    • CYAN EMERALD: Unknown Temple 1
      Controls and plays like a normal level, but it has a timer. Press all of the switches and reach the end before time runs out to get the Chaos Emerald.
    • ORANGE EMERALD: Shade Mountain Zone
      To complete this stage, you must fly a hang glider through the dark cavern. You can press up or down to fly in that direction, and hold Jump to accelerate. Every second, you will lose 2 rings. Fly through the Giant Rings to replenish your ring supply until you can reach the Chaos Emerald.
    • RED EMERALD: Songuri
      Take to the skies in this shoot-em-up for the Chaos Emerald! Pressing Jump shoots a laser, while pressing Spin will shoot a rocket; lasers are weaker but faster, while rockets are stronger but slower. The colored target reticule shows what you'll shoot. Press and hold Custom Button 1 to dash, increasing your speed and canceling out your firing animation. Dashing through lasers and defeating enemies will fill up your Hyper meter. Once the Hyper meter has been filled, you can press Custom Button 2 to fire a hyper beam at the targeted enemy and gain a few seconds of invulnerability. Defeat the boss to get the Chaos Emerald.
    • WHITE EMERALD: Highly Responsive to Hedgehogs
      The long awaited SRB2 adaptation of Touhou. You can move left and right, and press Jump to shoot. Tapping Spin when standing still waves your wand around to destroy bullets, while pressing it when moving does a slide. The goal is to knock the Yin-Yang Orb around the stage to flip all of the cards on the screen. You can knock the orb around by shooting it, hitting it with your wand, or sliding into it. Be careful, as touching the ball without hitting it back will kill you! Each screen has a timer; let it run out, and bullets will continuously rain down until you die or flip the remaining cards. Clear all of the screens to get the Chaos Emerald.
EXTRAS:
  • There is a path split that determines the ending of the game. A secret path will open in the final level when all 7 Chaos Emeralds are collected.
  • Emerald Practice unlocks after beating the game. You can attempt any Emerald Stage here freely without any consequences.
  • Marathon Mode unlocks after getting the secret ending. This lets you test how fast you can get through all of the levels in order. Displayed in the bottom-right of the screen is how long you've spent in Marathon Mode. After the credits, your final time will be displayed. Marathon Mode will persist, even if you return to the title screen, until you return to the hub level or quit the game.
  • Once Marathon Mode is unlocked, you can find the Music Test (as well as the rest of the secret levels) in the Gallery, on the second floor of the hub level. The Music Test menu shows the currently playing song, and information on the song you have selected. The Strafe Left/Right keys select a song, the Jump key plays it, and the Spin key leaves the menu.


Spoiler: The Credits
MAP01, MAP02, MAP09, MAP10: Green Flowers Zone (Hedgefox)
  • Music (Act 1): "Green Hills Zone" from Sonic the Hedgehog 2 (8-Bit)
  • Music (Act 2): "Aqua Lake Zone" from Sonic the Hedgehog 2 (8-Bit)
  • Music (Act 3): "Rainy Savannah" from Sonic Drift 2
  • Music (Act 4): "Boss (Game Gear)" and "Boss (Master System)" from Sonic the Hedgehog 2 (8-Bit)
  • Boss (Act 4): ManimiFire
  • Additional assistance: White T.U

MAP03: Holiday House Zone (TexDreemurr/PSI Pikachu)
  • Music: "Snow Mountain" from Super Mario 64
  • Additional assistance: Sapheros

MAP05: Frozen Valley Zone (Tonic ze Hedgefox)
MAP07: Holiday Hill Zone (SeventhSentinel)
  • Sprites: VAdaPEGA

MAP08: Bubble Tides Zone (TehRealSalt)
  • Music: "Pacific Paradise Zone Act 2" by SeventhSentinel (https://clyp.it/kslhroko)
  • Additional assistance: SeventhSentinel

MAP11: Plastic Factory Zone (Steel Titanium)
MAP12: Funky Headquarters Zone (Puppyluvv)
MAP13: Sapphire Frost Zone (Glaber)
  • Sprites: From SRB2 Christmas
  • Lua Script: Larztard
  • Music: "Diamond Dust Zone Act 1" from Sonic 3D Blast (Genesis)

MAP15: Night Temple Zone (ManimiFire)
MAP16: Crimson Castle Zone (Elvin)
  • Music: "The Portals of Chaos" from Heretic
  • Textures: Ripped from Heretic and Hexen

MAP17: Ice Cap Zone (Chicmunk & SSG3)
  • Music: "Ice Cap Zone Act 1" from Sonic the Hedgehog 3

MAP18: Dusty Desert Zone 1 (Lilac)
MAP20: Magma Peaks Zone (Inferno Drag)
  • Additional assistance: Boinciel & Chicmunk

MAP21: Atlantis (DarkTechno)
MAP22: Snow Summit Zone (SAMMY SWAG)
  • Music: "Diamond Dust Zone Act 1" from Sonic 3D Blast (Saturn)

MAP23: Twilight Grove Zone (Knux576)
MAP24, MAP25: Mount Torval Zone (Boo)
  • Music (Act 1): "Torval - Hoverbike or Bust" from Ratchet: Deadlocked
  • Music (Act 2): "Mount Vesuvius" from Ducktales: Remastered

MAP27: Mix It All Together ! Zone 1 (RomioTheBadass)
  • Music: "High and Broken (Levitated Ruin)" from Sonic and the Secret Rings

MAP28: Steaming Towers Zone (DirkTheHusky)
MAP29: Sundial Veld Zone (Wind Takadiyami)
  • Music: "Plant Kingdom Act 1" from Sonic Rush Adventure, .it version by Steel Titanium
  • Additional assistance: Boinciel and GamingReloaded
  • Testing from Enodesix/PIRY and Danieldad2244

MAP30: Leaps of Faith Zone (MK.exe)
  • Music: "Stage 2 Boss - Strike Ants" from Dangerous Seed

MAP31: Palace Peaks Zone (GamingReloaded)
  • Music: "Sealed Ground (Gigan Rocks)" from Sonic Riders: Zero Gravity

MAP32, MAP37: Roasted Ravine Zone (Lat' & SAMMY SWAG)
  • Music (Act 1): "Great Canyon" from Pokémon Mystery Dungeon Red/Blue Rescue Team
  • Music (Boss): "Versus Boss" from Pokémon Mystery Dungeon Red/Blue Rescue Team
  • Music (Pinch): "Boss Battle" from Learn With Pokémon: Typing Adventure

MAP33: Propulsion Peaks Zone (Inferno Drag)
  • Music: "Mysticism" by Necros/PM
  • Additional assistance: Boinciel & Chicmunk
  • Theme: Based off Skytop Zone by Glaber

MAP35: Empty Sanctum Zone (Chaobrother)
  • Music: "Corridors of Time" from Chrono Trigger

MAP36: Illumination Aerie Zone (JMRante)
MAPA0: Joestar Manor (TehRealSalt)
  • Music: "The Magic House" from Final Fantasy VI
  • Additional assistance: SeventhSentinel

MAPS1: Greenflower Grove Zone 1 (Maximus Universal & Tripel the fox)
  • Music: "Green Grove Zone Act 2" from Sonic 3D Blast
  • Textures: Modified from 2.2 Xmas Textures

MAPS2: Tropical Island (Monster psychic cat)
  • Lua Script: Axis2D by RedEnchilada & chi.miru
  • Music: "Unused Theme (SK Collection)" from Sonic 3 Complete
  • Music (Boss): "Competition Menu (SK Collection)" from Sonic 3 Complete
  • Music (Results): "Level Complete" from Time Dominator 1st

MAPS3: A Minesweeper Field (Rapidgame7)
  • Inspiration: Uh, Minesweeper, dude

MAPS4: Unknown Temple 1 (Sapheros)
  • Lua Script: TehRealSalt
  • Music: "Memories" from Puyo Puyo, "Fang the Sniper's Theme" from Sonic the Hedgehog Triple Trouble

MAPS5: Shade Mountain Zone (Badz)
MAPS6: Soniguri (Yacker & Root)
  • Sprites: Edit of MotorRoach's FSonic, Egg Robo and boss ripped from Sonic & Knuckles
  • Sound Effects: From SUGURI
  • Music: "Azure Lake Zone" from Sonic the Hedgehog 3
  • Music (Boss): "Doomsday Zone" from Sonic & Knuckles
  • Made OpenGL compatible by frozenLake

MAPS7: Highly Responsive to Hedgehogs (LunarDestroyer)
Credits for end-game & hidden levels are included within the game.

Additional Credits:
  • SRB2 Asset Pack released by Sphere
    • Assets from Blade, Monster Iestyn, & Scizor300
  • FreeDoom textures by the FreeDoom team
    • Ported to SRB2 by ShadowHog
    • FreeDoom full credits and license is included in FCOPYING.txt and FCREDITS.txt
  • 2.2 Xmas Textures provided by Boinciel
    • Snowman hat and scarf by CoatRack
    • Hanging star and lamppost by MotorRoach
    • "SUPBRITE" donated by Ritz
    • Present bow by TehRealSalt
    • Snowman, candy cane, pole, bushes, and brick texture base by VAdaPEGA
    • "XMAS21" texture base by Sphere & Nev3r
  • S3K Shields: Sapheros
  • Audio Help, 1-Up SFX: SeventhSentinel
  • Writing and Cutscenes: Boinciel
    • Music (Intro, Happy): "Misato's Theme" from Neon Genesis Evangelion
    • Music (Intro, Dark): "The Attack On Dogma" from Neon Genesis Evangelion
  • Music (Title Screen): "Game Over" from JoJo's Bizarre Adventure (SNES)
  • Music (Player Select): "Choose Your Weapon" from Kirby Super Star
  • Music (Record Attack): "Going after Dynablade" from Kirby Super Star
  • Music (Continue): "Dynablade Overworld" from Kirby Super Star
  • Music (Credits): "Floating Away" from Kirby Super Star


Spoiler: The Changelog

v1.2:
  • IO save/load errors were being bypassed with sugoi_autosave on in v1.1, which caused Lua errors if anything at all wasn't just right. This has been fixed.
  • sugoi_shieldswap is now always disabled in Marathon Mode, like the rest of the gameplay-altering console variables.
  • A Lua warning about using sugoi_shieldswap in PlusC has been fixed.
  • The shop now has a very small input delay when you open it that lingers until you let go of buttons, to prevent people from buying things on accident.
  • A few new lines of Shadow dialogue were added, and a couple of existing ones were modified.
  • Access to the post-exit secret in Palace Peaks is prevented in Record Attack mode, and you can now beat the level when you go to it.
  • Roasted Ravine Zone 1 & 3's scripts have been more optimized. Hopefully this will make the lag less unbearable for some players.
  • The Cactus Shield should properly protect from a hit without spilling your rings now.
  • A C stack overflow that occured when getting hit by the Roasted Ravine 3's boss with a shield was fixed.
  • Other players' crosshairs in the secret boss have been made hidden.
  • The player health bars for the secret boss in splitscreen mode no longer overlap.
  • Some credits entries were updated to be more accurate.
  • Improved credits rendering in non-green OpenGL resolutions slightly; it now Sonic Forces rendering as if it were 320x200, regardless of actual resolution. Not perfect, there's still cutoff, but its less severe.
  • Replaced one of the title screen demos.
  • Removed HMS123311.

v1.1:
  • Added sugoi_autosave for PlusC users. This makes the game save/load your IO save automatically in the hub. Enabled by default; if you prefer the old method of manually saving with sugoi_save and sugoi_load, you can turn this off.
  • Added support for saving bought items in IO saves.
  • Steaming Towers Zone's fifth emblem hint was made more helpful, at the request of the author.
  • Tropical Island's sound effects are now restricted to only being heard by the player it comes from, preventing ear-bleed in multiplayer.
  • Fixed Tropical Island having issues over occasionally failing to give you the emerald if you were playing as Sonic & Tails.
  • Fixed the issue where the HUD message in Shade Mountain Zone that tells the player to hold Jump to go faster not appearing. I apologize profusely for whatever player experiences I might have ruined by messing that up.
  • The secret path was missing a few bug fixes that were supposed to be included in v1.0. This has been corrected.
  • Attempted to fix the infamous credits bug. I couldn't recreate this one no matter how hard I tried, so if it's still happens then WELP.
  • Fixed a few issues related to playing Marathon Mode online.
  • Fixed some minor shop item description typos.
  • Fixed IO saves incorrectly loading your saved Chaos Emeralds.
  • Added title screen demos.

v1.0:
  • Initial release.


Just like last time, please be considerate and refrain from posting end-game content outside of spoiler boxes. Thank you.

Google Drive Mirror: https://drive.google.com/file/d/0BwP...ew?usp=sharing

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File Type: zip subarashii_v1-2.zip (56.00 MB, 5428 views)

Screenshots

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Name:	MAP07 - Holiday Hill Zone by SeventhSentinel.png
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ID:	11022   Click image for larger version

Name:	MAP16 - Crimson Castle Zone by Elvin.png
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Size:	305.4 KB
ID:	11023   Click image for larger version

Name:	MAP23 - Twilight Grove Zone by Knux576.png
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ID:	11024   Click image for larger version

Name:	MAP25 - Mount Torval Zone 2 by Boo.png
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Size:	198.6 KB
ID:	11025   Click image for larger version

Name:	MAP36 - Illumination Aerie Zone by JMRante.png
Views:	2895
Size:	139.9 KB
ID:	11026  

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Comments
Old 08-02-2017   #82
21kHzBANK21kHz
 
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...Nope, nothing at all.
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Old 08-03-2017   #83
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Quote:
Originally Posted by Telwen View Post
-snip-
To be fair, the only reason there was a lot of Christmas levels was because Salt started the editing thread for SUBARASHII around the month of December and they also gave out 2.2 XMAS Textures to use too.
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Old 08-03-2017   #84
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I haven't finished this yet, but so far my biggest issue with this pack stems from the number of slope-based structures that appear to have been designed based on how the mappers thought SRB2's slope physics should work rather than how they actually do work. The first level in the pack has a broken slope gimmick about 5 seconds in (the mapper seems to have expected that you'd keep traveling up when the slopes transition to a wall, but you don't and you just fall). Glaber's winter level (I forgot the name, sorry) seems to mostly not have this problem, though.
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Old 08-03-2017   #85
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Wow,just wow
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Old 08-03-2017   #86
Telwen
 
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Quote:
Originally Posted by Larztard View Post
To be fair, the only reason there was a lot of Christmas levels was because Salt started the editing thread for SUBARASHII around the month of December and they also gave out 2.2 XMAS Textures to use too.
Oh, yeah, I figured when I looked at the original thread's date. It wasn't bad, was just something I saw that I think SUGOI did better.

Quote:
Originally Posted by FSX View Post
I haven't finished this yet, but so far my biggest issue with this pack stems from the number of slope-based structures that appear to have been designed based on how the mappers thought SRB2's slope physics should work rather than how they actually do work. The first level in the pack has a broken slope gimmick about 5 seconds in (the mapper seems to have expected that you'd keep traveling up when the slopes transition to a wall, but you don't and you just fall). Glaber's winter level (I forgot the name, sorry) seems to mostly not have this problem, though.
Forgot about that. That was an issue in SUGOI as well, actually, though I think overall it wasn't as frequent as it was in there. I actually decided not to mess with slopes for a long time because I thought they didn't actually work...
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Old 08-03-2017   #87
SANICBOOM644
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Quote:
Originally Posted by FSX View Post
I haven't finished this yet, but so far my biggest issue with this pack stems from the number of slope-based structures that appear to have been designed based on how the mappers thought SRB2's slope physics should work rather than how they actually do work. The first level in the pack has a broken slope gimmick about 5 seconds in (the mapper seems to have expected that you'd keep traveling up when the slopes transition to a wall, but you don't and you just fall). Glaber's winter level (I forgot the name, sorry) seems to mostly not have this problem, though.
You're supposed to roll up the slope and then jump up using the added height due to the angle of the slope
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Old 08-04-2017   #88
TehRealSalt
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v1.1 Changelog:
  • Added sugoi_autosave for PlusC users. This makes the game save/load your IO save automatically in the hub. Enabled by default; if you prefer the old method of manually saving with sugoi_save and sugoi_load, you can turn this off.
  • Added support for saving bought items in IO saves.
  • Steaming Towers Zone's fifth emblem hint was made more helpful, at the request of the author.
  • Tropical Island's sound effects are now restricted to only being heard by the player it comes from, preventing ear-bleed in multiplayer.
  • Fixed Tropical Island having issues over occasionally failing to give you the emerald if you were playing as Sonic & Tails.
  • Fixed the issue where the HUD message in Shade Mountain Zone that tells the player to hold Jump to go faster not appearing. I apologize profusely for whatever player experiences I might have ruined by messing that up.
  • The secret path was missing a few bug fixes that were supposed to be included in v1.0. This has been corrected.
  • Attempted to fix the infamous credits bug. I couldn't recreate this one no matter how hard I tried, so if it's still happens then WELP.
  • Fixed a few issues related to playing Marathon Mode online.
  • Fixed some minor shop item description typos.
  • Fixed IO saves incorrectly loading your saved Chaos Emeralds.
  • Added title screen demos.

I apologize for being unable to fix the issue where Chaos Emeralds will not be saved in the hub. The game should save them in theory, but it's the result of an EXE issue that will take restructuring every single level's position to hack around. All I can do is urge you to play another level before quitting, or to use SRB2 PlusC's IO save features.
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Last edited by TehRealSalt; 08-05-2017 at 05:58 AM.
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Old 08-05-2017   #89
CobaltBW
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If there's one thing this level pack has taught me, it's that I do not know how to play minesweeper.
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Old 08-05-2017   #90
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Quote:
Originally Posted by CobaltBW View Post
If there's one thing this level pack has taught me, it's that I do not know how to play minesweeper.
Spoiler: hint
The numbers in the tiles tell how many of the 8 tiles around are mines.
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Old 08-05-2017   #91
MarioFreak2001
let's do the odyssey
 
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Quote:
Originally Posted by CobaltBW View Post
If there's one thing this level pack has taught me, it's that I do not know how to play minesweeper.
I've never known how to play minesweeper.
Oh boy, can't wait to get to that stage....
yippee...

EDIT: Minesweeper can go fuck itself
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Old 08-05-2017   #92
Ice
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Download a minesweeper app and git gud.
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Old 08-05-2017   #93
Yoshirocks90
Wants to make maps again
 
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How can you have problems with the minesweeper map...? It was freaking easy!
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Old 08-05-2017   #94
742mph
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Quote:
Originally Posted by Yoshirocks90 View Post
How can you have problems with the minesweeper map...? It was freaking easy!
Odds are you just got lucky that one time, unless you've played a lot of Minesweeper before - and even then, you were lucky enough to avoid digging up any mines before you gathered the information necessary to even theoretically avoid them all with certainty.
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Old 08-06-2017   #95
NeoLucario87
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so i just finished the game (not 100%, that's hard crap) and i gotta say i'm impressed so far, i had fun completing the maps, but for the life of me i couldn't understand Highly Responsive to Hedgehogs a lot.

Spoiler: True Final Boss Spoiler.
can HMS123311 actually be found? if so, where? i really don't want to waste a lot of time trying to find him.
I also found it funny that Ristar was the True Final Boss.
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Old 08-06-2017   #96
MosaicMario
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You can't move after finishing the stage but you can still jump and use your abilities which can softlock players like Sonic as you can't turn around.
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Old 08-06-2017   #97
Yoshirocks90
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Quote:
Originally Posted by 742mph View Post
Odds are you just got lucky that one time, unless you've played a lot of Minesweeper before - and even then, you were lucky enough to avoid digging up any mines before you gathered the information necessary to even theoretically avoid them all with certainty.
Except I do play minesweeper a lot. And I knew exactly where all the mines were with ease.
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Old 08-06-2017   #98
MarioFreak2001
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Originally Posted by MosaicMario View Post

You can't move after finishing the stage but you can still jump and use your abilities which can softlock players like Sonic as you can't turn around.
Try setting chasecam to off.
That'll force you back to tank controls and you can turn around and get back.
Or, just try not to thok at the end of the stage.
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Old 08-06-2017   #99
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Originally Posted by MarioFreak2001 View Post
Try setting chasecam to off.
That'll force you back to tank controls and you can turn around and get back.
Or, just try not to thok at the end of the stage.
I know it's easier to just shrug off bugs, but if it's not the intended behavior it's better to fix them than to just have the player try and work around them.
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Old 08-06-2017   #100
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Autosaving appears to be broken. Got this Lua error after beating Green Flowers 1 and returning to the hub. And nothing shows up in my luafiles folder after.
Code:
WARNING: scr_subarashii_v1-1.wad|LUA_UGUU:1686: attempt to index local 'file' (a nil value)
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Old 08-07-2017   #101
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Originally Posted by Steel Titanium View Post
Autosaving appears to be broken. Got this Lua error after beating Green Flowers 1 and returning to the hub. And nothing shows up in my luafiles folder after.
Code:
WARNING: scr_subarashii_v1-1.wad|LUA_UGUU:1686: attempt to index local 'file' (a nil value)
I found out why, auto save doesn't automatically CREATE the files. So you have to disable auto save, save manually, then enable auto save again for it to work.
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