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Team Prismatic (Mystic Realm: Community Edition)

-An early beta remake of TVZ1, by @Othius and @Seaballer

Still working on it

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Lavafalls, spikes, and balloons are placeholders for the remake's new hazards. Also everything is subject to change, this level is two weeks old ok!!!
 
Tempest Valley Act 2 is being worked on again along with another restructuring of Sunken Plant Act 2. On top of that, we have been hard at work drawing up ideas for Silver Cavern and Vulkan Forge, both of which have very early layouts representing potential gameplay directions to take them. Any ideas for these acts are welcome as we are always looking for inspiration and new gameplay concepts to make the emerald stages really stand out!
 

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Still working on it

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Lavafalls, spikes, and balloons are placeholders for the remake's new hazards. Also everything is subject to change, this level is two weeks old ok!!!
I don’t want to say anything (it’s in development, etc.) but this is more like the gameplay of SRB2karts than SRB2 itself lol
 
Coming at you with another update, we've got v0.6-A2, with some solid stability fixes and improvements. Changes include, but are not limited to:
-Netgames! Finally fixed constant desync related to emblems, so you can play online again in current versions of srb2
-More visual improvements to Hyper form and the emerald display - @Ace Premier
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-Monitor Sprites updated, now using stylized designs based on Sonic 3&k - https://mb.srb2.org/addons/various-sonic-3-styled-objects.4304/
-Dragonbombers in Flame Rift replaced with wip Fireworm / Mamba enemy, from Sonic & Knuckles
-Bustable walls in Flame Rift now use rockpile object
-updated bonus content
-fixed amy learning to fly
-added a few custom characters to momentum table, should perform better with new physics
-New base shield abilities for Armageddon, Force, and Elemental shields
-Classic Spindash will now slowly charge up to half its max capacity automatically
-Classic Spindash can now be cancelled by holding back + jump for a brief moment
-Emblem Display on the tab screen should fully work again, emblems will no longer briefly disappear from display when collected
-Fixed emerald display rotation when not all 7 emeralds are collected
-Fixed water run

Known issues include:
-Some geometry in jcz1 and jcz2 are all goofy from udmf conversion, including missing colormaps in water and some water becoming invisible
-late joiners in netgames will fail to load the palm trees in jcz properly. Doesn't break anything, the trunks and leaves will simply not spawn and you'll have floating tops.
-Something about the bubble shield can randomly turn players purple? Have yet to prove this myself but have had a few reports on the issue's existance
-There's a lava flow on the title screen that flows backwards
-Elemental Shards reset after a map load in netgames, will fix soon

Additionally, now that netgames work again, with the help of @Pikaspoop I'd like to present our official testing server! You can join to play netgames with your friends if you like, always playing on the latest version of mrce, along with a selection of popular custom characters. The server should always be up at any time, else just contact pika should any issues arrive with the server. The ip is too long for the in-game connect box, so you'll need to join with either the server browser or the console, with the command connect cognitivehideout.mooo.com:5033

DOWNLOAD NOW
 

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I don’t want to say anything
You just did, silly :P

Anyway, I'm still experimenting with what the new physics are capable of, so treat this more as a test rather than polished gameplay (I think the momentum adjustments lend themselves very well to this kind of rollercoaster design)
 
explaining the force shield: IF YOU PRESS JUMP WHILE IN THE ABILITY you will regain your momentum but in the direction your looking

if you do nothing you drop like normal losing all momentum
 
A quick hotfix to address shards being lost after a map load in netgames, improved frz mamba hitbox, some other minor adjustments and fixes
DOWNLOAD NOW
explaining the force shield: IF YOU PRESS JUMP WHILE IN THE ABILITY you will regain your momentum but in the direction your looking

if you do nothing you drop like normal losing all momentum
Maybe should've actually explained the abilities myself
You got the force ability mostly right, except you can also press spin a second time to immediately drop down instead of waiting, and doing so will drop you in the jump state rather than the fall state
Elemental is just a faster stomp that doesn't cut horizontal momentum, can also immediately roll after landing, making it very good to gain a lot of speed off slopes, as well as just to reach the ground sooner
Armageddon functions like a bullet dash, ala Junio Sonic, except that its strength scales with your momentum prior to charging, and only detonates the shield at max charge
 

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how to turn off sonic's rebound dash? i just want to use adventure mode with this, and i need the thok for it to work.
 
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the parkour isdesigned around the rebounds theres walls that make you go higher or further after rebounding off of them that are planned for use in sunken down the line. maybe in verdant as mushroom walls and even in other zones
 
Still working on it

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Lavafalls, spikes, and balloons are placeholders for the remake's new hazards. Also everything is subject to change, this level is two weeks old ok!!!
You may want to make those rooms smaller and add more details to the room before those balloons (the one with those sloped rectangle platforms where you used the rebound dash) either that or make them less empty
 
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You may want to make those rooms smaller and add more details to the room before those balloons (the one with those sloped rectangle platforms where you used the rebound dash) either that or make them less empty
the remake will seem fairly empty for a while since they're intending to hash out the core geometry before decorating or placing too many objects. The intended stand-in for the balloons and spikes were also finished since then.

if its possible, how do you add support for a hyper form to a character? was thinking of giving my own it as an update
It is possible! And there's a few ways to do it to suit your liking.
Every player has a player.mrce userdata table that has a few options to mess with. By setting player.mrce.canhyper = true while playing as your character, your character will gain the ability to hyper transform using the same base as Sonic, gaining a flashy hyper palette, cool sparkles, drowning immunity, some awesome music, and moderately buffed stats. Extra afterimages are configured separately since not all characters look good with the default setup. Afterimages can be enabled for your character with player.mrce.hyperimages . If you prefer an alternate, more vivid color palette than the default, you may find our secondary palette to be to your liking. To use it, do not enable player.mrce.canhyper and instead set player.mrce.ultrastar = true.
Should you choose to use either template form, you can more easily detect whether the player is actively hyper by checking MRCE_isHyper(player), which will return true if the player is in a hyper form.
If instead you wish to do your own thing, perhaps you already have a hyper form and want to just support our unlock process; you don't have to use either of the default templates. You can instead check if hyper form has been unlocked via the global table mrce, specifically checking the value of mrce.hyperunlocked, which returns true|false.

The remake of Sunken Plant 2 by @speed2411 is coming along quite nicely
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