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Sonic Robo Blast 2: DX!!!!!!!!!

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I can't exactly remember the URL, nor do I still have it. Just google in the following words:

PVR Veiwer
PVM Unpacker
 
Yep. I used the same kinds of tools for my little SRB2 Universe PSO-ish SPMoves game... I haven't gotten around to putting them all in, though x.x
I also used AFS Extractor, ADX 2 WAV, etc... The ADX files have all the sound fx in SA:DX, so if you need some sounds for SA-style springs or chao or whatever, that's where to look. It's too bad you can't make REAL chao in SRB2... Or at least, do any better then I had by making all the "chao" be solid, pushable crawlas skinned like GBA chao... And in the case of the Crawla Commander, reprogrammed to do nothing but chase.
 
Couldn't you just make an animal that looks like a chao, but doesn't disapear?
 
For that, you'd have to add some...lets see, different... coding. You'd have to a a code or command line out of scratch, then compile it. Then, you have to do all the map making and stuff. I mean, look, in Chao garden, you need trees, chao(of course), and all that other stuff. You'd also have to make a 'holding chao/coconut' animation for each character. Sheesh.
 
Let's not forget the animals, races, Chao communicating with one another, sprites for the evolved chao...
Come to think of it, I'm surprised Sonic Team had the patience to do the chao thing in the first place! :|
 
Yeah. I mean, theres normal, adult, hero, dark, strength, speed, swim, and fly, then theres every combination (IE:Strength-Spped, Hero-Strength-Speed)
 
And here's the kicker: Before the chao evolves, when you give him animals, there's the small change he does.
Yep, yeh heard me. Sprites fer that, AND the hero/dark change combining with those changes!
And Sonic Team used 3D models. X_X
 
The chao don't use any sprites accept for the little dot...
Anyways, there are really small changes made for every animal you give your chao, you give it a green animal and Sonic Spikes will start slowly growing.. I want to know how they put in every little... thing.. so that it changes a little bit every time you give it an animal @_@.
Some crazy s**t, man.
 
Um, guys... when I said the chao thing, I just meant a chao that floats around, like the bird animal. Not something complicated like THAT.
 
LTS said:
I will really be amazed when SRB2 can support chao.....
Don't worry man, you won't have long to wait. I've been setting it up in SPMoves for a while now. You'll just place out some "chao starts" like the 32 player starts. The chao for each map would be saved
(only if it's not a modified game, though... You can never tell if they've loaded a different wad each time @_@) and the chao would be loaded and spawned at the different spots wearing their hats and stuff (or just 2 chao eggs if there's no saved data or if you added wads) and I'd have 3 types of "custom exits". 1 of them would lead to the chao race, another would lead to the black market, and the last would lead to wherever you left off. Other then the AI being perfect and the chao types being unique other then color and alignment, I think I can pull it off. Seriously. Just like SA games. In fact, the skulls in Rock Skull Mountain Zone are "Chao masks". Pick-upable, tossable, droppable. It's all in place other then the more subtle things. And yes, I'll be importing a million sprites for custom chao like Sonic, Tails, Knuckles, Shadow, and Eggman Chao... Wait, there is no Eggman Chao, is there? Darn, that sucks. Poor Eggman...
Oh, and by "long to wait" I meant I'll be done in... Meh... Maybe before 2006 is over. :D
 
Yesh, I'll make sure it's as SOC-able as possable for you. Remember, with SPMoves, everything is possable. :D That's what I'm about, man. Mystic has some insane ideas, but I have the ability to put my insane ideas into motion. Anything you need for your project I can make in SPMoves, the only downside being the whole issue with people trying to use it with normal SRB2 and stuff... :roll: Oh, for anyone interested, I'll be releasing SPMoves' source when I have all the code in just 2 files instead of having those #include's everywhere...
 
It's still extreamly early, you know? Anything you want, you have full control of at this point. :roll:
 
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