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General project screenshot/video thread

srb20162.gif


Decided to go with Red's advice and also added a red dot as a visible anchor. I also got started on the HUD, but it needs some more tweaks. Feels kind of all over the place. The weapon name and number were there for dev purposes, so they'll be cut and the score will take its place. The timer will most likely be a Tab to View dealio.

EDIT:

srb20166.gif


I made the camera go out more, which makes for pixelated GIFs, but it means a better view of your surroundings. I also removed the clip system, because its unneeded for a more arcade-y type of gameplay I'm going for. The melee attack is gone, and the pistol now uses infinite ammo.
 
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@metalhead because you are like me.

Also, this started off as a joke when I was bored, but now I'm not so sure:



 
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Why do it seems that they act like boos in Mario?
Also simple question, a robot that doesn't move when you face it is, pardon me, super easy to kill isn't it?

Also is the action you used to make the robots act only when the player can't see them implented by Lua or is it possible in the game?
 
Why do it seems that they act like boos in Mario?
Also simple question, a robot that doesn't move when you face it is, pardon me, super easy to kill isn't it?

Also is the action you used to make the robots act only when the player can't see them implented by Lua or is it possible in the game?

Considering how broken they look, I assume they're meant to be scenery and not a challenge, and besides, the normal enemies are just as easy to kill
 
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Considering how broken they look, I assume they're meant to be scenery and not a challenge, and besides, the normal enemies are just as easy to kill

No, I think they could be like Boos, just an invincible ennemy.
But due to the size of the jetty syn, I would recommand to not overuse it.
 
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I used to tag crawlas solid, but then Zipper and MonsterIestyn gave me some code to make them so they could not be jumped on (and works differently than in Rosy.wad), so now, they're not solid anymore! With it, the shotgun is back to its full strength.
 
After a discussion about this last night on the irc channel, I've started making a boss rush map. So have a picture of the first arena.

hiuid3hm4zau42zfg.jpg


Look familiar? It should, it's the Eggmobile arena with a new touch of paint~ All boss arenas will be given the ERZ texture set to make them match.
 
After a discussion about this last night on the irc channel, I've started making a boss rush map. So have a picture of the first arena.

~El Imagiro, the criminal of the peaceful western picture society

Look familiar? It should, it's the Eggmobile arena with a new touch of paint~ All boss arenas will be given the ERZ texture set to make them match.

A boss rush not with the rather dull bosses that were in 2.0 but instead with new, fun ones? I'm intrigued.
 
After a discussion about this last night on the irc channel, I've started making a boss rush map. So have a picture of the first arena.

hiuid3hm4zau42zfg.jpg


Look familiar? It should, it's the Eggmobile arena with a new touch of paint~ All boss arenas will be given the ERZ texture set to make them match.

Whackjood. You are a BLOODY GENIUS. Best idea for a map 2014
11/10

Now seriously: That idea is really cool and original. I hope this is finished and released soon :P

pls add to vanilla
 
Hey Whackjood, how are rings and checkpoints going to work?
Currently there are 3 rings at the start, and I plan on forcing the player to go through all of the bosses with that alone, no checkpoints. A true boss rush.

Although I may change this, depending on how well it works in practice. One idea I'm thinking of implementing is a room at the start full of shields and extra rings, but accessing it will prevent the player from reaching a bonus boss fight with old Brak.
 
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This is my first level I've ever started for SRB2 so don't judge. :V
But critiques and possible suggestions are acceptable.
 

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