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SA2's Green hill - stage remake. (You won't need 180 emblems to play this stage!)

So I finally made the first zoom tube section, and it was more confusing than hard, but mainly confusing. :C​


And this is how chaotic making the tubes inside the mountain was...
1726587287722.png

All of these guys are mainly FOF's control sectors. At one point I started forgetting which does what. :dramahog: But atleast I know how to make these tubes now. (I'm glad there's only three of the them in the whole stage. The problem is that the other one, is on top of other set of tubes. :sadthumbsup:)
I think that the next update will be sprite based so I will be able to cool down. -.- I will maybe do that spiky bush because it seems pretty easy to do. And I'm asking this again, but does someone out there have all objects in this stage mapped out in some way? Because:​
And I also don't want to switch back and forth between me working on my PC and playing SA2 on my TV. :C​
And If I ever see you skipping the zoom-tubes without interacting with them even once in your whole time of playing this addon...
I will be sad. :C I work really hard on recreating these cinematic stuff, like the loop for example. :C​

I totally agree with you, it would solve a lot of problems with transferring maps.
And the weirdest thing is that we already have something similar in the base game, and this thing is the fan object. "The fan's maximum height is determined by its Angle value, measured in fracunits." I bet this could be easily implemented with springs, especially for the vertical ones. (I think that we could just copy the code from the fan object itself, but I'm not sure because the only lua coding I ever did is editing some small stuff with 3 pages of SRB2-wiki open. :<)
I tried to pass this SA2 level on a PC, it's terribly inconvenient, the sediment remains, I want to try this version!
I don't know who in sonic team thought that this stage having a pseudo-2.5D camera was a good idea. :threat: (Where's free-cam when it's needed the most. :sad:)
I haven't played this level in years...looking forward to it!
Ain't no way it's the Sonic and the Gunslinger guy! (I never played this addon in my life...) Still happy to hear that you like this remake! :>

My brain is getting fried right now. :blink: And it fits because the brain is made 60% out of fa- (Just don't ask at this point. I just need to rest a bit.)
 
I have a rather small update, but major news for this addon. I'm getting close to finishing the main layout which means that a demo will come out tomorrow, and I'm 100% sure about that because I only have like 3 or 4 ground-platforms to add. (Get ready, because it's coming... :threat: )​


And I unfortunately didn't add the higher zoom tube yet. But I'll try to add it, but not now, I'm tired of stacking FOF's. :dramahog:
I guess that's everything I actually wanted to say... :oh: Just head empty after yet another week of school. Maybe that's why I made that much progress in a single day. (This demo would come out today If it wasn't 9 P.M for me. >:C)​
Post automatically merged:

The demo is finally out! Along with some other small additions! I finished the layout, added some floating platforms (but they are still static :C) added a small test for the waterfall background and added some other objects. (But are mostly springs so you can progress further and backtrack.)​

Check out my speedrun of this stage as V.Sonic!

I probably should've made a proper showcase, but this is just way cooler! And you still can see the new sections at 0:29-0:33. And as of posting this I still didn't add the higher zoom-tube, but I will do it some day! But not now. :| (This stage is really vertical though. The lack of air-drag in SRB2 makes this stage extremely broken... But atleast as SA-Sonic you can get semi-accurate experience. :oh: But atleast it's extremely fun to pull off stunts like these! - 0:25)​

And before you say anything, this is a late-alpha/early-beta and It mainly focuses on recreating the layout of the stage first, so unfortunately this stage looks pretty mlem at the moment and it's because decorations come last and the gameplay comes first. And I feel that recreating the ocean background may be harder than I thought. And I'm kinda afraid to expand the borders because It's not a very good thing when you can see the whole stage at the same time. Especially because this stage is almost clashing with the size limit of the grid.
1726926822853.png

If I were to make all the borders just a huge rectangle (Look at the red lines) it would either lag really badly or straight up cause slime trails while in software rendering.:dramahog:

This is what would happen If I did make a big rectangle instead of masking the further stage with tightly place borders. (The sector goes all the way to the other end of the available building space.)
srb20096.gif

And it would lag a lot too. :C
 

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Heya Aquavine. This is the LegoTails, let's talk about the demo version of your SA2's Green Hill Remake. Mostly you saying this is a late-alpha/early-beta. or just the pre-beta that it says of the file.

----------------------------------------------------------------------------The Mod--------------------------------------------------------------------------

Alright, first. I like it, why world i must like this? Because it's almost like SA2, with the best memory of this green hill on this game. Why world i understand with this? Well, you see. This mod that you are making right now, it remind to me. Be playing a game "Sonic 1" starting at the green hill. So that's why i love it.
Second. Sadly it's still working in progress and i gonna hope that you gonna finish it this and release it on SRB2 MB
Mind think why world i try this, because when i saw you release the NEO Emerald Coast
*sadly i didn't check it out*
But mostly i world try it, but when i saw this project "SA2 Green Hill" i gonna check some news about this. If you want it.
But now it's time with mostly of problems...

------------------------------------------------------------------------------Bugs----------------------------------------------------------------------------

Of course bugs, why world without it? Shall we show some?

1. The Warning Error.
srb20000.png

When you loading this addon, this error shows up saying this.
"WARNING: Line 15: Level header 333: unknown word SHOWTITLECARD"
I wonder why it keeps happening, but it's still working.

2. No dying by falling on void.
srb20001.png

srb20000.gif

Yep, as you can see at image and gif, you forgot to put instendly dying at floor down of ground. I dont know why world you forgot this.

3. Skiping the roll
srb20001.gif

Why world i showing this? Well, i relazed that we can skip this part like easy. Just jump over it.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Well i think that's all for bugs i found. I guess...
Time to answer this question.​
This is what would happen If I did make a big rectangle instead of masking the further stage with tightly place borders. (The sector goes all the way to the other end of the available building space.)
View attachment 142762
And it would lag a lot too. :C​
Big rectangle instead of masking the further stage with tightly place borders?
Mind think question is. Does your game being lag a lot too of making the sector goes all the way to the other end of the available building space?
If yes, i see. If no, i understand.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Thank you Aquavine for reading this and i which you good luck with the project of SA2 Green Hill Remake. :sadthumbsup:
 
Heya Aquavine. This is the LegoTails, let's talk about the demo version of your SA2's Green Hill Remake. Mostly you saying this is a late-alpha/early-beta. or just the pre-beta that it says of the file.

----------------------------------------------------------------------------The Mod--------------------------------------------------------------------------

Alright, first. I like it, why world i must like this? Because it's almost like SA2, with the best memory of this green hill on this game. Why world i understand with this? Well, you see. This mod that you are making right now, it remind to me. Be playing a game "Sonic 1" starting at the green hill. So that's why i love it.
Second. Sadly it's still working in progress and i gonna hope that you gonna finish it this and release it on SRB2 MB
Mind think why world i try this, because when i saw you release the NEO Emerald Coast
*sadly i didn't check it out*
But mostly i world try it, but when i saw this project "SA2 Green Hill" i gonna check some news about this. If you want it.
But now it's time with mostly of problems...

------------------------------------------------------------------------------Bugs----------------------------------------------------------------------------

Of course bugs, why world without it? Shall we show some?

1. The Warning Error.
View attachment 142793
When you loading this addon, this error shows up saying this.
"WARNING: Line 15: Level header 333: unknown word SHOWTITLECARD"
I wonder why it keeps happening, but it's still working.

2. No dying by falling on void.
View attachment 142794
View attachment 142795
Yep, as you can see at image and gif, you forgot to put instendly dying at floor down of ground. I dont know why world you forgot this.

3. Skiping the roll
View attachment 142796
Why world i showing this? Well, i relazed that we can skip this part like easy. Just jump over it.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Well i think that's all for bugs i found. I guess...
Time to answer this question.

Big rectangle instead of masking the further stage with tightly place borders?
Mind think question is. Does your game being lag a lot too of making the sector goes all the way to the other end of the available building space?
If yes, i see. If no, i understand.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Thank you Aquavine for reading this and i which you good luck with the project of SA2 Green Hill Remake. :sadthumbsup:
I really want to reply, but I can't think straight at moment and my mind is kinda fuzzy, so I will write a more "official" reply tomorrow. I rather fully share what I have in mind rather than just explain everything in a barely comprehensive speck of words. (I'm sorry that you'll have to wait. :C)
 
Aquavine said:
I really want to reply, but I can't think straight at moment and my mind is kinda fuzzy, so I will write a more "official" reply tomorrow. I rather fully share what I have in mind rather than just explain everything in a barely comprehensive speck of words. (I'm sorry that you'll have to wait. :C)
It's okay, i can wait for that. So dont worry about it 👌
 
Great work so far...not sure what you're still planning to add, but I think the FOFs crumbled/fell in the original.

To expand the borders, I would try diagonals in a few tight places --- see the ones I've marked in yellow below. It might still cause the problems you mentioned, but it's worth a try.
 

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Alright, first. I like it, why world i must like this? Because it's almost like SA2, with the best memory of this green hill on this game. Why world i understand with this? Well, you see. This mod that you are making right now, it remind to me. Be playing a game "Sonic 1" starting at the green hill. So that's why i love it.
Second. Sadly it's still working in progress and i gonna hope that you gonna finish it this and release it on SRB2 MB
Mind think why world i try this, because when i saw you release the NEO Emerald Coast
*sadly i didn't check it out*
But mostly i world try it, but when i saw this project "SA2 Green Hill" i gonna check some news about this. If you want it.​
Okay I’ll be honest, I had to use my mental auto-correct to understand some stuff here. But I’m happy that you like my recreation of this stage! And I NEVER abonded even a single project that I already started working on, so you won’t have to worry about this stage getting cancelled. But It will still take a bit for this stage to come out and get completed. (I didn’t really understood the N.E.C part, but I’ll guess you haven’t played it yet? If that’s the case then I really recommend trying it, plus my emerald coast remake while you’re at that. These are two of my biggest works to date!)
But now it's time with mostly of problems...

------------------------------------------------------------------------------Bugs----------------------------------------------------------------------------

Of course bugs, why world without it? Shall we show some?

1. The Warning Error.
View attachment 142793
When you loading this addon, this error shows up saying this.
"WARNING: Line 15: Level header 333: unknown word SHOWTITLECARD"
I wonder why it keeps happening, but it's still working.​
It’s fixed now, It’s a one of stage’s options that set in which situations that zig-zag title card will show up while you enter a stage. But I guess it normally defults to ”all” so I just removed that line of code entirely.
2. No dying by falling on void.
View attachment 142794
View attachment 142795
Yep, as you can see at image and gif, you forgot to put instendly dying at floor down of ground. I dont know why world you forgot this.​
3. Skiping the roll
View attachment 142796
Why world i showing this? Well, i relazed that we can skip this part like easy. Just jump over it.​
I already explained both of these, but I want to add one more thing about the loop. In the original SA2 stage you can just skip the loop too, and in the exact same way. So I just decided to keep this way.
Big rectangle instead of masking the further stage with tightly place borders?
Mind think question is. Does your game being lag a lot too of making the sector goes all the way to the other end of the available building space?
If yes, i see. If no, i understand.​
I’m sure that doing this will cause a lot of lagging, because with the whole stage being exposed in full, the game has to render EVERYTHING at once, which usually is just awful for performance and any low-end pc/phone users. :C
Thank you Aquavine for reading this and i which you good luck with the project of SA2 Green Hill Remake. :sadthumbsup:
Thanks for kind words AND for the feedback! (I know that might sound kinda rude, but try using auto-correct/translator next time, I’m sure that your mother language isn’t English, which is the case for me too. But using helping tools will just make things easier for both sides of the conversation.)

Great work so far...not sure what you're still planning to add, but I think the FOFs crumbled/fell in the original.
I’m planning to add the waterfall background, objects, enemies from the GHZ assets addon and much more stuff that will make this stage more accurate to the original! And for the crumbling platforms,
I’m not even sure if that’s possible to achive in this enigne or with my knowlage. :C
To expand the borders, I would try diagonals in a few tight places --- see the ones I've marked in yellow below. It might still cause the problems you mentioned, but it's worth a try.
I might consider it, but I also don’t want players to able to just fly over 90% of the stage, if I did expand the borders in a way you showed, if you spindashed off the top of the loop you would just skip like 10% of the whole stage, and this seems kinda cheap to me.

Why not use thok barriers to mask the rest of the stage
How exactly? I’m writing this whole reply late into the night, and I might not understand some stuff. You can always just explain what you mean a bit clearer.
 
Basically, make a surrounding sector and make it's sector height 0, such as setting its ceiling and floor height to the same value
Oh... (My ahh thought you wanted me to use them inside the stage instead for some reason) So the thing with thok barrier is that I will try to recreate the the ocean with waterfalls effect the original had. And it takes a combo of horizon effect with scrolling texture to achive it. And some times I’ll have to move the barrier down instead so it will level out with the rest of the stage. And for a last, the original had a bit of more space before the waterfall-barrier, and that’s why I was experimenting with moving the borders further apart, but I’m not sure how good it will really look If I do it.
 
first time ever attempting a speedrun but this is mine for green hill( nice speedrun lego tails) :
 
first time ever attempting a speedrun but this is mine for green hill( nice speedrun lego tails) :

I've beaten your x sonic run as V.sonic. :knuxsmug:
I'm fresh outta oven after testing if it's possible to beat E.C as no-spin characters below 2 minutes. And it IS possible to do so. :worry: (Fang's speedrun was the most precise thing I ever did in this game. :dramahog:)

Show this to people that hate on vanilla characters because they're "too weak" compared to modded ones. :worry:
And I'm glad that aside from sprite flickering there isn't any major mess-ups in software rendering.
(Also, where did lego tails posted a speedrun? .-.)​
 

I've beaten your x sonic run as V.sonic. :knuxsmug:
I'm fresh outta oven after testing if it's possible to beat E.C as no-spin characters below 2 minutes. And it IS possible to do so. :worry: (Fang's speedrun was the most precise thing I ever did in this game. :dramahog:)
View attachment 142877

Show this to people that hate on vanilla characters because they're "too weak" compared to modded ones. :worry:
And I'm glad that aside from sprite flickering there isn't any major mess-ups in software rendering.
(Also, where did lego tails posted a speedrun? .-.)​
quite an amazing speedrun you did, and if anything mad respect to you for using vanilla characters for that. i did come across where somehow the pipe tunnel didn't activate. (could just be xsonic is too fast or just an engine thing)
 
quite an amazing speedrun you did, and if anything mad respect to you for using vanilla characters for that. i did come across where somehow the pipe tunnel didn't activate. (could just be xsonic is too fast or just an engine thing)
View attachment 142925
I never had this specifically happen to me, but also as X.S there’s a weird quirk that when you exit a zoom-tube you are forced going down it again even if you just exited it. But yeah, that might be because of his speed. Maybe one frame he was in front of the trigger but on the second frame, he already was on the other side. I guess this is what happened here. Or maybe the atoms aligned just right for this to happen or something. :worry:
 

I've beaten your x sonic run as V.sonic. :knuxsmug:
I'm fresh outta oven after testing if it's possible to beat E.C as no-spin characters below 2 minutes. And it IS possible to do so. :worry: (Fang's speedrun was the most precise thing I ever did in this game. :dramahog:)
View attachment 142877

Show this to people that hate on vanilla characters because they're "too weak" compared to modded ones. :worry:
And I'm glad that aside from sprite flickering there isn't any major mess-ups in software rendering.
(Also, where did lego tails posted a speedrun? .-.)​
Is that all you got
 

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Heya, thanks for answering my question bro. I going to answer some.

Okay I’ll be honest, I had to use my mental auto-correct to understand some stuff here. But I’m happy that you like my recreation of this stage! And I NEVER abonded even a single project that I already started working on, so you won’t have to worry about this stage getting cancelled. But It will still take a bit for this stage to come out and get completed. (I didn’t really understood the N.E.C part, but I’ll guess you haven’t played it yet? If that’s the case then I really recommend trying it, plus my emerald coast remake while you’re at that. These are two of my biggest works to date!)
I see, also i will would try your the emerald coast remake. I also mind gonna think if i want to record your mod of this, let me know of that.
Also forgot to say, i have won't to worry about this stage getting cancelled? Oh man, this is bad. Atlast It will still take a bit for this stage to come out and get completed. Oh well, gotta wait for this stage till you complete it, which you good luck with that.

It’s fixed now, It’s a one of stage’s options that set in which situations that zig-zag title card will show up while you enter a stage. But I guess it normally defults to ”all” so I just removed that line of code entirely.
I already explained both of these, but I want to add one more thing about the loop. In the original SA2 stage you can just skip the loop too, and in the exact same way. So I just decided to keep this way.
Oh, you already fixed them? And decide to keep this way? Ooooh. Original SA2 stage can just skip the loop too. I didn't know about this, so sorry of this thing around here :dramahog:

I’m sure that doing this will cause a lot of lagging, because with the whole stage being exposed in full, the game has to render EVERYTHING at once, which usually is just awful for performance and any low-end pc/phone users. :C
Oh man, i understand of your apologues on lot of lagging, which usually is just awful for performance and any low-end pc/phone users? Hey, how about i telling you this but... Maybe some people have a high-good pc with good fps, the same thing as phone y'know?

Thanks for kind words AND for the feedback!
Your welcome Aquavine, just you to know how much this gonna take it to completed it. One's again, which you good luck!

(I know that might sound kinda rude, but try using auto-correct/translator next time, I’m sure that your mother language isn’t English, which is the case for me too. But using helping tools will just make things easier for both sides of the conversation.)
Uh, actually. i'm not very sure that my mother language isn't english, because when saying this thing. Well... I dont know about that...
But also, i'm learing this english, because some of people thinking that i come's from english you know. Hope you understand with this...

ALSO! About the speedrun.
(Also, where did lego tails posted a speedrun? .-.)
I actually learning this by myself, because when i watch some speedruns by other's people. I relazed that i must try this too. Attempts by attempts. Still trying to speedrun it so it's finally time. The first speedrun was appering of SRB2 Since's 8 Aug 2023. Named is "SRB2 Speedrun Generic Grass Zone Act 1 As Sonic" i actually saw this speedrun of Generic Grass by Hutef0. He playing on phone, so yea. I hope you learn this speedrun, because the goal of speedrun is. Beat the game as fast as you can or the stage.

One's again i saying this before. Which you good luck with the project and trying learning the speedrun Aquavine :worry:
 
Here's an example of the dreaded... engine limitations!

I don't really like the idea of the playing experience being lost due to accuracy to the source.
The regular updates will resume soon. I'm just busy with SRB2 and real-life stuff.​
 

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