whitesky's latest activity

  • whitesky replied to the thread SRB2: Generations.
    cutaway cameras and transitional rails are only possible with Jana Sol's SolCam™ and GoldenShine's Grind Rails™, really useful and even...
  • whitesky replied to the thread SRB2: Generations.
    the lack of shrubbery is against srb2's 2048 object render limit, the maps starting from deep sea started to choke from it that i had to...
  • whitesky replied to the thread SRB2: Generations.
    castle eggman is complete 3 minutes (upper paths, lowest is roughly 3:40 minutes) i dont like doing interior design, so in-castle...
  • whitesky replied to the thread SRB2: Generations.
    thanks, but making a server and maintaining it is something i dont have time for, and besides i dont think gens should have a specific...
  • whitesky replied to the thread SRB2: Generations.
    update 527 more sections cez is 1 minute out of 2:30 (or 3:00, i dunno) minutes complete
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  • whitesky replied to the thread SRB2: Generations.
    that depends on if i can have someone to code that in, thanks, you should head to the SRB2 server and ask for help in the modding...
  • whitesky replied to the thread SRB2: Generations.
    what gens camera pov
  • whitesky replied to the thread SRB2: Generations.
    update 521 modern castle eggman development started last night, at the moment it's 30 seconds long
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  • whitesky replied to the thread SRB2: Generations.
    deep sea is complete 2:30 minutes (upper paths, lowest is roughly 3 minutes) btw, average length of levels (gfz and erz being an...
  • whitesky replied to the thread SRB2: Generations.
    update 513 deep sea is 1:30 minutes long if taking the lowest path more sections
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  • whitesky replied to the thread SRB2: Generations.
    update 508 summer vacation starts soon (literally after tomorrow's last school event) so ill get time to focus on this project again...
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