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Chronicles' GHZ - Stage, Models, etc WIP thread

Imagine if the emblems on this level were to find the cinnamon buns
If there will be any emblems to collect

There will be emblems. I do have to think about requirements for getting them. Like, how many will i put in? Do i just put them inside the level? Or do i hand out some for collecting the chao? What shape will they take? ... All kinds of questions to think about.

And ngl, this sounds like a great idea.
 
There will be emblems. I do have to think about requirements for getting them. Like, how many will i put in? Do i just put them inside the level? Or do i hand out some for collecting the chao? What shape will they take? ... All kinds of questions to think about.

And ngl, this sounds like a great idea.
Maybe the emblems could be kinda like the checkpoints with the icon and stuff, but it's the one where you have to tap it multiple times, and each emblem can have different number of dots lit up, or maybe they can have different dot patterns.
 
Maybe the emblems could be kinda like the checkpoints with the icon and stuff, but it's the one where you have to tap it multiple times, and each emblem can have different number of dots lit up, or maybe they can have different dot patterns.
An emblem with a tapping icon would be a cool reference, i'll keep that in mind when i make the custom ones. thank you for suggesting!


Update 44
Today i want to show the new realised concepts for the checkpoint post. For easy comparison, i will also add the previous checkpoint idea as well.

For the previous idea, have this screenie. It shows off a CD/ S1 esque checkpoint using a skill to mark the post as passed.

1663019471663.png

For my first new idea today, aka idea 2, i wanted to go the route of a heroes/ rush styled checkpoint. With this one, i reference the save feature, the battle circle, and the completed quest icon. for added nostalgia, i also threw in the console the og game released in, using the red variation of the ds to reference srb2 checkpoint's starpost colour.

1663019741973.png

The last idea i have today is more subtle. With this one, i kept the original checkpoint and flavored it with some chronicles themed visual references. These include the Angel Amulet item and the emblem from Tails' Workshop in Station Square (see update 41 for how those things look in chronicles). I also added in a small text to appear during the turning of the ball, which is planned to disappear when the post flickers. This is to reference characters using POW moves when battling in og chronicles.

1663019979955.png

That's all for now. What do you think about these ideas? Which one is your favorite so far? All feedback is greatly appreciated. Thank you for reading!
 
I really like how the first idea takes the battle targets and turn them into a path for the checkpoint bulb, but the base of it is pretty bland compared to vanilla, maybe something from idea 2 or 3 could spice it up a little?
 
I really like how the first idea takes the battle targets and turn them into a path for the checkpoint bulb, but the base of it is pretty bland compared to vanilla, maybe something from idea 2 or 3 could spice it up a little?
What? You mean like replace the post base with the one from the third one, and put the cartridge from the 2nd one in the center of the targets?
 
What? You mean like replace the post base with the one from the third one, and put the cartridge from the 2nd one in the center of the targets?
It's one of those things where im not sure how it would go, but just reverting the base would def add more detail
 
That would kinda be SRB2 Persona,i guess?
no, not really.
chronicles had a full 1-button battle system (or, lack of a single button? since it was all the touchscreen? idk) that functioned nowhere near how the persona battle system functions

for example characters got multiple actions per turn, and you'd pick all of them at the start of the turn in chronicles, whereas in persona you choose the action and it immediately happens.

if anything it's closer to the original NES Final Fantasy. except also not at all close to that?

Imagine a Chronicles battle system mod.
also i'm not entirely sure but this might could be violating one of the MB rules?
the one about mod suggestions/requests??
maybe not idk.

regardless,
i don't want this thread to get closed for getting off topic so i'm ending my comment on this idea here.
 
also i'm not entirely sure but this might could be violating one of the MB rules?
the one about mod suggestions/requests??
maybe not idk.
You are correct,thats the Rule 15 last time i checked, for like,2 mins ago😂.

Anyways,do not cross the rules.One cross is a notifcation on your post which was crossing the rules,and multiple crossings are a ban.
 
That was neither a request nor suggestion. That was wondering. I will not be dwelling on this any longer. How will the time trial emblems work if there are any?
 
Ah then sorry for the misconception. I try to avoid conflict so whenever I indirectly cause something bad to happen, i try to avoid it as soon as possible.
 
I see some healthy discussion took place here. I don't think anyone wondering stuff and discussing possible things will get any trouble. Moreso, good faith discussion will allow us to have more clarity and fun down the line.

I think some questions are also because people like to know more, and make extra suggestions. I do welcome and appreciate the comments and suggestions in this thread. It allows me to gauge interest, and work on things and aspects that might need more care that i otherwise wouldn't have noticed.

As for the topics at hand, i am not an experienced scripter. Having a replacement battle system could be fun, but is far outside my current capabilities and outside the scope of this mod. I do wish to make some references to it, like with the checkpoint idea. Sometimes, progress might be a little slow tho lol

Speaking of progress...

Update 45
For the checkpoint ideas, i've hit a little creative roadblock with them. I've written down the suggestion from NEONSRB2 and thought about some ways to make the base spicier, but wasn't too happy with the concepts. So i scrapped them and kept the S3K/SRB2 Base style to compare it with the S1/CD style from earlier:

1663674052309.png

Beyond that, i've tried to visualise the concept with the knuckles statue and the ring, but i felt blocked fsr... Maybe only keeping up with checkpoints the past month is starting to weigh a little. So i went to something different. I went ahead and started work on a custom boss, using SOC.

For this Boss, you fight Amy Rose. I went for her existing classic design from the base game, as spriting the chronicles version myself would take a lot more time. She is the first partner you encounter in the original game, and can go WHAM with her attacks. In Chronicles she has the following POW attacks:

Blow Kiss (needs an ally) | Flower Power (needs Cream) | Low Blow | Spin Cycle (needs sonic) | Tantrum | Tarot Draw

For this fight, i want to focus on her solo actions for now.
Her normal attack is a slam with her hammer.
The Low Blow attack will have her jump in the air to give the hammer a bigger impact.
With Tantrum, Amy goes into a whirlwind, swinging horizontally to slam the enemy.
Tarot Draw has Amy pick her Tarot Cards and swing it in the air. The Card is revealed to the enemy, inflicting Curse on them. This results in little puffs of smoke on them.

So let's go into her current ai:

With the gifs below, i'm experimenting with her normal attack pattern. I went with Brak's Walk Cycle AI to make it stand out. Making her movement not too fast, Amy's walk looks seemingly ok for an extra boss so early (as in in chronicles' location lineup). Also, Brak's ai allows her to move faster as she loses health, making the boss more challenging at the end. I'm still experimenting with invulnerability/ invincibility frames. That's why jumping into her hammer before the end of her swing attack doesn't inflict pain at the end of the 3rd gif.

srb20000.gif
srb20001.gif
srb20002.gif


I need to make different behaviours for her different types of hammer swings. It'l need a lot of experimentation, but i think it'll be fun.

The tarot animation in chronicles seemed a little glitchy, so i had a crazy idea to spice it up. I went ahead and sprited the tarots found in IDW and Origins in the latter's style. With these cards, i think i can make a lot of different ideas to maybe spice up her pinch phase. One idea is to give the Cursed affliction through the Ghost card. The upper row is an example animation for the turning of the cards. The 2 rows below that show the different cards from IDW and Origins in one style. These 3 rows of sprites occur in the air to visualise them to surrounding players. The bottom row will be used for when amy shuffles through the cards, and picks one.

With each card, i think i can maybe make an attack or a supporting behaviour/ reference for Amy to use. Maybe add stuff with her hearts and different hammer slams or something. Gotta experiment.
1663673756825.png

That's all the progress i can show today. What are your thoughts on this update? Appreciate all the comments and feedback. Thank you for reading!
 
I see some healthy discussion took place here. I don't think anyone wondering stuff and discussing possible things will get any trouble. Moreso, good faith discussion will allow us to have more clarity and fun down the line.

I think some questions are also because people like to know more, and make extra suggestions. I do welcome and appreciate the comments and suggestions in this thread. It allows me to gauge interest, and work on things and aspects that might need more care that i otherwise wouldn't have noticed.

As for the topics at hand, i am not an experienced scripter. Having a replacement battle system could be fun, but is far outside my current capabilities and outside the scope of this mod. I do wish to make some references to it, like with the checkpoint idea. Sometimes, progress might be a little slow tho lol

Speaking of progress...

Update 45
For the checkpoint ideas, i've hit a little creative roadblock with them. I've written down the suggestion from NEONSRB2 and thought about some ways to make the base spicier, but wasn't too happy with the concepts. So i scrapped them and kept the S3K/SRB2 Base style to compare it with the S1/CD style from earlier:


Beyond that, i've tried to visualise the concept with the knuckles statue and the ring, but i felt blocked fsr... Maybe only keeping up with checkpoints the past month is starting to weigh a little. So i went to something different. I went ahead and started work on a custom boss, using SOC.

For this Boss, you fight Amy Rose. I went for her existing classic design from the base game, as spriting the chronicles version myself would take a lot more time. She is the first partner you encounter in the original game, and can go WHAM with her attacks. In Chronicles she has the following POW attacks:

Blow Kiss (needs an ally) | Flower Power (needs Cream) | Low Blow | Spin Cycle (needs sonic) | Tantrum | Tarot Draw

For this fight, i want to focus on her solo actions for now.
Her normal attack is a slam with her hammer.
The Low Blow attack will have her jump in the air to give the hammer a bigger impact.
With Tantrum, Amy goes into a whirlwind, swinging horizontally to slam the enemy.
Tarot Draw has Amy pick her Tarot Cards and swing it in the air. The Card is revealed to the enemy, inflicting Curse on them. This results in little puffs of smoke on them.

So let's go into her current ai:

With the gifs below, i'm experimenting with her normal attack pattern. I went with Brak's Walk Cycle AI to make it stand out. Making her movement not too fast, Amy's walk looks seemingly ok for an extra boss so early (as in in chronicles' location lineup). Also, Brak's ai allows her to move faster as she loses health, making the boss more challenging at the end. I'm still experimenting with invulnerability/ invincibility frames. That's why jumping into her hammer before the end of her swing attack doesn't inflict pain at the end of the 3rd gif.

View attachment 76619View attachment 76620View attachment 76621

I need to make different behaviours for her different types of hammer swings. It'l need a lot of experimentation, but i think it'll be fun.

The tarot animation in chronicles seemed a little glitchy, so i had a crazy idea to spice it up. I went ahead and sprited the tarots found in IDW and Origins in the latter's style. With these cards, i think i can make a lot of different ideas to maybe spice up her pinch phase. One idea is to give the Cursed affliction through the Ghost card. The upper row is an example animation for the turning of the cards. The 2 rows below that show the different cards from IDW and Origins in one style. These 3 rows of sprites occur in the air to visualise them to surrounding players. The bottom row will be used for when amy shuffles through the cards, and picks one.

With each card, i think i can maybe make an attack or a supporting behaviour/ reference for Amy to use. Maybe add stuff with her hearts and different hammer slams or something. Gotta experiment.
View attachment 76616

That's all the progress i can show today. What are your thoughts on this update? Appreciate all the comments and feedback. Thank you for reading!

This mod is the closest we’ll get to an open world thing that isn’t a hangout and is’t reusing other maps that I can think of off the top of my head. I don’t understand how anyone WOULDN’T be interested in this. Heck imagine the ringslinger possibilities with a big server, maybe even the battle possibilities if you wanna get really out there. Maybe one could even just grab 3 other friends and explore. That’d be awesome. On a slightly related note, what made you wanna do something related to chronicles in particular, and why this zone specifically? I assume because it’s the first one you see and because IT’S GREEN HILL.
 
what made you wanna do something related to chronicles in particular, and why this zone specifically?
The project started as a starting point to practice with zone builder, learning from SeventhSentinel's Youtube videos. I chose this version green hill because it had a visual charm that wasn't seen much in the other versions, nor in the srb2 modding scene. As it was the first zone, it felt natural to start with. Chronicles was also a game i used to play, so i have some nostalgia for it. It looked like the perfect learning area for me.

It started with learning to place geometry, using solely srb2 assets. As interest quickly grew, i spent a few months deciding the direction for what was at that point solely a recreation of the og games level. Having had a past with pixel art, i felt i could do more visually, so at that point i tested the waters with a mix of Gens/ Classic designs for textures as it was a familiar style to master. With the feedback, i was able get much better at the current srb2-mix-with-chronicles' artstyle. And thus, the goal of the mod changed from a simple geomtry conversion to a much more personalised mod with twists and turns, filled with references to chronicles. That way i believe i can make both hardcore chonicles fans and srb2 fans happy and excited.
 
What an amount of incredible work you have done! Stage is looking fantastic. Really loving the custom textures
 

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