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Old 07-20-2014   #21
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That sunlight script looks pretty cool, could get used in lots of levels!
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Old 07-20-2014   #22
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Originally Posted by RedEnchilada View Post
Blame the poor handling of waypoint transitions on rope hangs. T~T Maybe I should go fix that some day...

edit:

Just screwing around
Reminds me of this:
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Old 07-21-2014   #23
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Just screwing around
SRB2 HD corformided....
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Old 07-21-2014   #24
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SRB2 HD corformided....
*Confirmed
Anyway, that's a special effect, not HD dude :P
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Old 07-30-2014   #25
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Originally Posted by Xkower8181 View Post
SRB2 HD corformided....
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Originally Posted by Phil the hegi View Post
*Confirmed
Anyway, that's a special effect, not HD dude :P
How do jokes work?

Anyway, Red, this shit's all awesome. Keep up the good work, and let's see some 2.2 nonsense!
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Old 08-01-2014   #26
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More work on that ACZ-inspired level.
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Old 08-01-2014   #27
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More work on that ACZ-inspired level.
Now that section looks like something Tails and Knuckles has a slight advantage over Sonic to pass quickly in race or such.
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Old 08-02-2014   #28
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More work on that ACZ-inspired level.
This place seems hard while being in race as Sonic :/
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Old 08-02-2014   #29
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This place seems hard while being in race as Sonic :/
Not really, just look at the textures before you jump to see if they will break.
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Old 09-07-2014   #30
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SRB2: JJ Abrams Edition

So I'm working on a separate map for when I don't feel like working on the canyon map. This one has a special gimmick; ring doors that take a certain number of rings to open! (Well, they aren't really doors so much as collapsing things...) Think Troff and Scoff from DK64 if you need an idea of how they function. The map's going to be exploration-based, but hopefully not a confusing mess. Hopefully I can make something entertaining out of it all!

(the skybox is a WIP)
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Old 09-08-2014   #31
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I used that same gimmick in one course of my Garden Golf course for XSRB2's Golf Mode. You had to putt yourself around and collect all the rings to make the hole accessible. I never did finish that thing, though.
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Old 09-17-2014   #32
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I implemented a quick and dirty pathfinding system into SRB2. I'm testing it with a Crawla, which is what you see moving on the automap above. There are a few issues with it looping over itself infinitely or not quite knowing the best path in some situations, but hopefully those can be ironed out for the potential project this may be used in. (What project? You'll just have to wait for that answer.)
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Old 09-17-2014   #33
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Does the crawla pull up a jumpscare if it catches you
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Old 09-17-2014   #34
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The crawla IS the jumpscare
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Old 09-17-2014   #35
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Quote:
Originally Posted by RedEnchilada View Post
The crawla IS the jumpscare


Anyways, this is looking very cool! Can't wait to see what you have in store for it.
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Old 09-18-2014   #36
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God damnit, now I've got this spike mace tethered to me. It even has semi-realistic chain physics! Whatever will I do now? (I'll use it on a boss, that's what!)

Spoiler: blooper reel


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Old 09-19-2014   #37
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Originally Posted by RedEnchilada View Post
(I'll use it on a boss, that's what!)
You're making the Sonic 1 wrecking ball boss, aren't you?
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Old 09-19-2014   #38
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You're making the Sonic 1 wrecking ball boss, aren't you?
Couldn't you already achieve that with the chain we have? The Sonic 1 wrecking ball chain is fixed, it swings back and forth the same way the chains in SRB2 do.
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Old 09-19-2014   #39
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Originally Posted by Sonic100000 View Post
You're making the Sonic 1 wrecking ball boss, aren't you?
Spoiler:

Something like that.
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Old 10-03-2014   #40
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Oh, flowers. Pretty flowers. Show your face and I'll STING YOU
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