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Team Prismatic (Mystic Realm: Community Edition)

We likely won't be reusing sprites from vanilla bosses mostly. A custom boss should be unique in appearance as well as function, plus it'd be weird to have a sea egg that doesn't do sea egg things
As for the TVZ boss, the slime projectiles not directly hurting you was intentional, it's the same slow goop from the main act that reduces your movement speed. Plus the whole boss itself is just a placeholder.
Since a custom boss should be unique in appearance, then that should be the case for the bosses of Flame Rift Zone and Sunken Plant Zone because those two bosses currently use vanilla sprites.
 
Since a custom boss should be unique in appearance, then that should be the case for the bosses of Flame Rift Zone and Sunken Plant Zone because those two bosses currently use vanilla sprites.
correct
getting new sprites for a lot of things has proven quite slow though, so It hasn't happened yet
 
srb20080.gif


Little preview of the new JCZ boss. no custom sprites for eggman yet. though the wrecking balls have new sprites and a small little rollangle thing. (planned to be replaced with properly shaded sprites at some point)
 
Seems we haven't really shared many progress updates here recently. We are currently working very hard on the next major update, v0.2. Though it is still not done yet, I do have some teasers for some of the things it may contain:
Most of styles has been scrapped, along with its menu. It was deemed unnecessary, bloating, and led to feature creep. So numerous extras, like the Item Indicator, spin control, smooth spintrail, and ability toggle were all removed. Sonic's one and only jump ability is the rebound dash, and it will stay that way.
Though it's not yet ready to be shown, a new title animation is being worked on. It's gonna be super cool, trust me. In the meantime, here's an updated version of the title screen compared to the old v0.1.2 variation:

srb20124.gif

There are numerous new sprites throughout, like these new Derilict Crawla sprites:
srb20126.gif

The ending to Prismatic Angel was shortened, to make it smoother and quicker. There is now only 2 acts:
srb20127.gif

New Ending too:
srb20128.gif

We're also bringing back an old feature from legacy builds of Mystic Realm, specifically from Final Demo: Hyper Sonic! He can be unlocked in the same manner as way back then, by means of the Master Emerald in Inner Sanctum, but unlike before, once he's been unlocked on a save file, he's there forever, you don't need to head back to ISZ every time you launch the game. He's faster, stronger, and just overall better than Super Sonic in every way, though his moveset itself is largely the same, besides numerous buffs to his existing abilities, such as Rebound Dash nuking, spindash charging more quickly, being able to passively break spikes, and more! You'll also find him to be stronger against the new final boss...
srb20125.gif

note: no, Rebound Crash doesn't give free rings, it makes it easier to get extra lives from score, and this gif I have infinite lives on that file.

Just like in Sonic 3 & Knuckles, now that Sonic can use the Master Emerald's power to become Hyper Sonic, Tails can use it too, to become Super Tails! Using a modified version of Super Flickies by birbhorse, Tails can unlock this form in the same manner as Sonic can unlock Hyper: by visiting Inner Sanctum with all 7 Chaos Emeralds:
srb20129.gif
 
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I feel for you. It doesn't seem hard for them to introduce more content, but they still haven't done it. Sadly, when you whale, you will occasionally beat the developers to the end of content before they can release more. Hopefully they come out with an entire new continent soon. Transform seems like it's going to catapult a lot of people into the same region as the front running whales.
 
I feel for you. It doesn't seem hard for them to introduce more content, but they still haven't done it. Sadly, when you whale, you will occasionally beat the developers to the end of content before they can release more. Hopefully they come out with an entire new continent soon. Transform seems like it's going to catapult a lot of people into the same region as the front running whales.
??
 
I feel for you. It doesn't seem hard for them to introduce more content, but they still haven't done it. Sadly, when you whale, you will occasionally beat the developers to the end of content before they can release more. Hopefully they come out with an entire new continent soon. Transform seems like it's going to catapult a lot of people into the same region as the front running whales.
though half of this statement makes zero sense, I can assure you that this is not nearly as easy to develop as you seem to think. Though v0.2 is getting closer to completion
 
here it comes....
srb20145.gif

The Mystic Realm: Community Edition v0.2 is finally here! (mostly). As stated before, this is a massive break from the previous version v0.1.2, in that styles, as it had come to be known by, was scrapped, to prevent needless bloat and feature creep. It was killing the mod! So, it's gone now, only a few parts remain. However, it's for the best, so that we may focus on developing the core mod itself, the level pack.
Seems we haven't really shared many progress updates here recently. We are currently working very hard on the next major update, v0.2. Though it is still not done yet, I do have some teasers for some of the things it may contain:
Most of styles has been scrapped, along with its menu. It was deemed unnecessary, bloating, and led to feature creep. So numerous extras, like the Item Indicator, spin control, smooth spintrail, and ability toggle were all removed. Sonic's one and only jump ability is the rebound dash, and it will stay that way.
Though it's not yet ready to be shown, a new title animation is being worked on. It's gonna be super cool, trust me. In the meantime, here's an updated version of the title screen compared to the old v0.1.2 variation:

There are numerous new sprites throughout, like these new Derilict Crawla sprites:
The ending to Prismatic Angel was shortened, to make it smoother and quicker. There is now only 2 acts:
New Ending too:
We're also bringing back an old feature from legacy builds of Mystic Realm, specifically from Final Demo: Hyper Sonic! He can be unlocked in the same manner as way back then, by means of the Master Emerald in Inner Sanctum, but unlike before, once he's been unlocked on a save file, he's there forever, you don't need to head back to ISZ every time you launch the game. He's faster, stronger, and just overall better than Super Sonic in every way, though his moveset itself is largely the same, besides numerous buffs to his existing abilities, such as Rebound Dash nuking, spindash charging more quickly, being able to passively break spikes, and more! You'll also find him to be stronger against the new final boss...
note: no, Rebound Crash doesn't give free rings, it makes it easier to get extra lives from score, and this gif I have infinite lives on that file.

Just like in Sonic 3 & Knuckles, now that Sonic can use the Master Emerald's power to become Hyper Sonic, Tails can use it too, to become Super Tails! Using a modified version of Super Flickies by birbhorse, Tails can unlock this form in the same manner as Sonic can unlock Hyper: by visiting Inner Sanctum with all 7 Chaos Emeralds:
in addition to the changes listed here, the major focus of the update is centered around Jade Coast. All 3 acts have been majorly overhauled, from improvements to pathing and flow in acts 1 and 2, to a complete restructure of the arena in act 3. We were supposed to have a new custom boss to go with this new arena, but it seems it will be some time before it is ready, due to coders having school. We all have lives outside of SRB2, so I hope you understand that this make take a while longer
Minor changes include, but may or may not be limited to: various nerfs to the Egg Freezer fight, including finally fixing his insta kill bombs and reducing the lethality of his freezing attacks. He should be somewhat less aggravating to fight now.
A completely new Aerial Garden beta. This one looks and functions far better than the old one, though is admittedly a bit short. However it is worth noting that agz2 has been reverted to its v5.1 variation now that act 1 no longer uses its level design
Dimension Warp has been merged into the main pk3. We do have a prototype for a new arena concept, as well as a few sprites and some code for a concept of the boss we intend for you to fight there, however, it is far from playable, let alone finished, so we instead have some failsafes so anyone can beat him. (Good luck fighting him as anyone other than Sonic or Fang though)
In Tempest Valley, the slow goop is now a bit stronger. It's now a lot stickier, reduces movement speed to 1/3 instead of 1/2, and almost completely removes ability to jump, however, it is now easier to remove, rolling is twice as effective at removing the goop, and any character, especially no spin characters, can now spam jump to make it go away a lot sooner. Just being in the air can be fairly effective.
Numerous bugs pertaining to jump leniency have now been fixed.
Known issues include the new title animation lags on opengl, and slight bugs with jcz2. Netgames work mostly perfectly, the only known issues are the forceroll springs in Mudhole Karst only work for the host, functioning as normal springs for other players, and the shrine activated audio clip does not play in netgames.
Download v0.2 now!
Also be sure to join the MRCE Discord to view and / or participate in its development, or for early access alpha builds!
 
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Thanks for updating. :)

I'd like to leave a question: are those timeattack goals the same from old MR? I see sometimes they are too short or too long compared to actual map length.
 
here it comes....
srb20145.gif

The Mystic Realm: Community Edition v0.2 is finally here! (mostly). As stated before, this is a massive break from the previous version v0.1.2, in that styles, as it had come to be known by, was scrapped, to prevent needless bloat and feature creep. It was killing the mod! So, it's gone now, only a few parts remain. However, it's for the best, so that we may focus on developing the core mod itself, the level pack.

in addition to the changes listed here, the major focus of the update is centered around Jade Coast. All 3 acts have been majorly overhauled, from improvements to pathing and flow in acts 1 and 2, to a complete restructure of the arena in act 3. We were supposed to have a new custom boss to go with this new arena, but it seems it will be some time before it is ready, due to coders having school. We all have lives outside of SRB2, so I hope you understand that this make take a while longer
Minor changes include, but may or may not be limited to: various nerfs to the Egg Freezer fight, including finally fixing his insta kill bombs and reducing the lethality of his freezing attacks. He should be somewhat less aggravating to fight now.
A completely new Aerial Garden beta. This one looks and functions far better than the old one, though is admittedly a bit short. However it is worth noting that agz2 has been reverted to its v5.1 variation now that act 1 no longer uses its level design
Dimension Warp has been merged into the main pk3. We do have a prototype for a new arena concept, as well as a few sprites and some code for a concept of the boss we intend for you to fight there, however, it is far from playable, let alone finished, so we instead have some failsafes so anyone can beat him. (Good luck fighting him as anyone other than Sonic or Fang though)
In Tempest Valley, the slow goop is now a bit stronger. It's now a lot stickier, reduces movement speed to 1/3 instead of 1/2, and almost completely removes ability to jump, however, it is now easier to remove, rolling is twice as effective at removing the goop, and any character, especially no spin characters, can now spam jump to make it go away a lot sooner. Just being in the air can be fairly effective.
Numerous bugs pertaining to jump leniency have now been fixed.
Known issues include the new title animation lags on opengl, and slight bugs with jcz2. Netgames work mostly perfectly, the only known issues are the forceroll springs in Mudhole Karst only work for the host, functioning as normal springs for other players, and the shrine activated audio clip does not play in netgames.
Download v0.2 now!
Wouldn't it be a better idea to release this in the Addons & More section or is it still too WIP?
 
This is a beta testing thread as is, and this section of the MB allows for said activity.

Keep in mind, folks, that v1.0 refers to the final version that releases with the level pack itself, and won't necessarily happen after v0.9: we have a specific version naming scheme.
 
Whoops. The original discord link on the thread died. I got a new one and updated the opening post, s you can now join the Discord server from that hyperlink now. If it wasn't working for you before, try again now!
 

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