• Do not use Works in Progress as a way of avoiding the releases system! Works in Progress can be used for sharing early betas and for getting suggestions for improvement. Releases of finished content are not allowed in this forum! If you would like to submit a finished addon, click here for instructions on how to do so.

Chronicles' Green Hill Zone - Work in Progress thread

Why_bother

Member
Nah I'm surprise how is this possible.
Well you see, first you gotta map out the area. Next ya gotta be patient enough to know that mapping the area will take time. Finally, you make a map based off that layout, which wouldn't you know, will take time. Be patient. Just because it's been a year, doesn't mean it isn't coming out. SA Sonic was in dev for about year before it was released, and that was just a character.
 

Anti the hedgehog

A artist guy
Well you see, first you gotta map out the area. Next ya gotta be patient enough to know that mapping the area will take time. Finally, you make a map based off that layout, which wouldn't you know, will take time. Be patient. Just because it's been a year, doesn't mean it isn't coming out. SA Sonic was in dev for about year before it was released, and that was just a character.
But I didn't beg for the mod I just confused how a map have so much MB and a large map
 

Rabosion

Member
I just confused how a map have so much MB

I understand the frustration of waiting for something for super long. I add, polish, and tweak when i can. I figure things out as i go, and in that journey i learned a lot. My first iteration nearly 2y ago was just a base recreation of Chronicles' GHZ made with base assets. Throughout, the mod has continuously evolved. The mod has now become so much more, thanks to a lot of spent free time and a lot of love for the community. By reading the thread, you'll understand what the scope of this mod turned into. A lot of custom art and animations, gigantic sections both recreated from chronicles and original, custom scripting,...

All of it is made in a dev team of 1. I also turn to the community for playtesting, further teaching me script language, video making, feedback,... I thank everyone in teaching me and helping me understand it all. Thus i want to make this mod into something that oozes care and quality out of gratitude.

Again, i fully understand wanting to experience my mod as fast as possible. While the mod needs more care in a lot of areas, it is coming along smoothly. Due to the sheer scope it has become, i am working on making it so fun it can be enjoyed on the regular. And that takes time. Thank you for understanding and for your patience.

Meanwhile, i'll keep updating you guys every so often. On that note, the next update is coming later this month with a twist, so please look forward to an upcoming announcement.
 

Rabosion

Member
Update 41

When i said this update would come with a twist , i meant that literally. This is a small improvement that i believe gives the mod some charm. I present to you... a custom addition to the signpost:
This is merely a sprite change for the signpost, so it should be compatible with signpost mods i think.

srb20243.gif


srb20248.gif
srb20249.gif
srb20250.gif

*NOTE: mod characters Neo Sonic, Adventure Sonic & Modern Sonic not included, they're for demonstration purposes. Download them on the MB, they're really fun to play.

Now you can twist and spin the signpost facing Chronicles Eggman. As my reference, i used his skill art from the game. When my first version was sprited, i changed it so he looks forward. Have a look at my sprite progression:
1661158365203.png

I'm thinking of making custom art for the checkpoint starpost as well, but that is in the brainstorming phase. Like the signpost, this will be purely cosmetic without any change in code. That means i'll make 23 sprites for the movement and flickering, and not change any function. Here are a couple of my ideas:

1) My first idea is to do something with the tap mechanic and turn it into the motion of the starpost, like running past it makes one of those circle thingies appear with a thumbs up:
1661158697484.png


2) The second idea is purely decorational, using items to make the post stand out. specifically these items:
1661158853917.png

I would use the first 2 as part as decoration and use the third's ring as the centre. as you pass the starpost, the ring spins and the idol cracks. This results in a little spirit floating up, recreating the third item. this idea came to me as a i realised i can't use the 3rd item for normal continue icons (each characters have their own unchangeable icons). I could perhaps make a different object/monitor out of this if this idea is too far out there for the starpost. The first item has a unique little symbol which i just found cute lol, and it still stays within the theme context wise. So i think they could work together.

3) For the third idea, i'm thinking of making the attack wheel from chronicles' battle system the new centre of the checkpoint.

4) The fourth and final idea is to use equipment/Insignia for the post's decoration. Examples of this for the villains are Ix's staff, Eggman's Base/ Tower or egg equipment like the communicator. As an example for the heroes, i immediatly think of Tails' workshop's emblem in Central City:
1661159380954.png

I'm interested to hear what the community thinks on this. What do you think about the update in the signpost? Which idea(s) would you like to see developed further for this mod's checkpoint? Do you have another idea it? All critiques, suggestions and feedback is welcome and taken into consideration.

Thank you for reading!
 

Attachments

  • srb20245.gif
    srb20245.gif
    2.5 MB · Views: 14

Specter

Vulnerable Entity
Update 41

When i said this update would come with a twist , i meant that literally. This is a small improvement that i believe gives the mod some charm. I present to you... a custom addition to the signpost:
This is merely a sprite change for the signpost, so it should be compatible with signpost mods i think.

View attachment 74881

View attachment 74880View attachment 74882View attachment 74883
*NOTE: mod characters Neo Sonic, Adventure Sonic & Modern Sonic not included, they're for demonstration purposes. Download them on the MB, they're really fun to play.

Now you can twist and spin the signpost facing Chronicles Eggman. As my reference, i used his skill art from the game. When my first version was sprited, i changed it so he looks forward. Have a look at my sprite progression:

I'm thinking of making custom art for the checkpoint starpost as well, but that is in the brainstorming phase. Like the signpost, this will be purely cosmetic without any change in code. That means i'll make 23 sprites for the movement and flickering, and not change any function. Here are a couple of my ideas:

1) My first idea is to do something with the tap mechanic and turn it into the motion of the starpost, like running past it makes one of those circle thingies appear with a thumbs up:
View attachment 74885

2) The second idea is purely decorational, using items to make the post stand out. specifically these items:
View attachment 74886
I would use the first 2 as part as decoration and use the third's ring as the centre. as you pass the starpost, the ring spins and the idol cracks. This results in a little spirit floating up, recreating the third item. this idea came to me as a i realised i can't use the 3rd item for normal continue icons (each characters have their own unchangeable icons). I could perhaps make a different object/monitor out of this if this idea is too far out there for the starpost. The first item has a unique little symbol which i just found cute lol, and it still stays within the theme context wise. So i think they could work together.

3) For the third idea, i'm thinking of making the attack wheel from chronicles' battle system the new centre of the checkpoint.

4) The fourth and final idea is to use equipment/Insignia for the post's decoration. Examples of this for the villains are Ix's staff, Eggman's Base/ Tower or egg equipment like the communicator. As an example for the heroes, i immediatly think of Tails' workshop's emblem in Central City:View attachment 74887

I'm interested to hear what the community thinks on this. What do you think about the update in the signpost? Which idea(s) would you like to see developed further for this mod's checkpoint? Do you have another idea it? All critiques, suggestions and feedback is welcome and taken into consideration.

Thank you for reading!
I really like the new signpost art

you did a good job on that

as for the starpost, idea 2 sounds really cool, but at the same time sounds really complicated and the last thing i want to see is you overworking yourself just for a checkpoint animation.
 

Rabosion

Member
I really like the new signpost art

you did a good job on that

as for the starpost, idea 2 sounds really cool, but at the same time sounds really complicated and the last thing i want to see is you overworking yourself just for a checkpoint animation.
Thank you for your concern. Have no fear, i regularly come across hurdles. What i learned to mitigate burnouts and fatigue is to focus on something else in the mod for a while. One month i focus on the level building itself, another on chao, another on scripting and another on music... Whenever i'm stuck on one aspect, i can easily switch myself into another aspect. It keeps me productive, and allows me to make the mod exciting for both me and the player. I also take some small breaks if truly necessary.

The goal for me is to make something cool to enjoy. And if an extra animation can help in that, i get inspired to make stuff.

With that, let's go to a mini update:

Update 42
Today i want to show the first realised concept for the checkpoint post. I made a couple of keyframes for the animation of checkpoint idea 1 from the previous update.

1) My first idea is to do something with the tap mechanic and turn it into the motion of the starpost, like running past it makes one of those circle thingies appear with a thumbs up

For this idea, not only did i insert the motion of a common sliding command, i also changed the bottom part into a Sonic 1 styled half. For me this S1 bottom half symbolised the return to a past era further emphasised through remixes, the GHZ location,... The original S1 checkpoint also started with a blue sphere on top, and this fit the chronicles references perfectly.

unknown-78.png

I'll try to do the same with the other ideas. When all of them are done, we can come together and decide which version you'ld like to see most in the mod. That version will get the full 23 sprite animation treatment.

I'm also excited for the next SRB2 Direct, which is coming on the 27th of August. I wonder what will show up there...

Thank you for reading! Enjoy the first idea's prototype!
 

Why_bother

Member
Oh nice, like the quick time events except with 86% less missing.
Thank you for your concern. Have no fear, i regularly come across hurdles. What i learned to mitigate burnouts and fatigue is to focus on something else in the mod for a while. One month i focus on the level building itself, another on chao, another on scripting and another on music... Whenever i'm stuck on one aspect, i can easily switch myself into another aspect. It keeps me productive, and allows me to make the mod exciting for both me and the player. I also take some small breaks if truly necessary.

The goal for me is to make something cool to enjoy. And if an extra animation can help in that, i get inspired to make stuff.

With that, let's go to a mini update:

Update 42
Today i want to show the first realised concept for the checkpoint post. I made a couple of keyframes for the animation of checkpoint idea 1 from the previous update.



For this idea, not only did i insert the motion of a common sliding command, i also changed the bottom part into a Sonic 1 styled half. For me this S1 bottom half symbolised the return to a past era further emphasised through remixes, the GHZ location,... The original S1 checkpoint also started with a blue sphere on top, and this fit the chronicles references perfectly.

View attachment 75032

I'll try to do the same with the other ideas. When all of them are done, we can come together and decide which version you'ld like to see most in the mod. That version will get the full 23 sprite animation treatment.

I'm also excited for the next SRB2 Direct, which is coming on the 27th of August. I wonder what will show up there...

Thank you for reading! Enjoy the first idea's prototype!
 

BlueBoiz

Member
After seeing the trailer from the direct, I can honestly say this is a mod I am definitely looking forward to! I've always wanted an open world mod for srb2 and this looks like everything I've ever wanted. TLDR, I'm hyped!
 

Rabosion

Member
Update 43
The secret's out, SRB2 Direct 5 has passed with lots of creators creating cool upcoming content. In it, the first announcement trailer for my mod appeared. I want to give a huge shoutout to and thank my friend Particle, who made the trailer so charmingly exciting.

In the trailer, you can find the status of the level layout, how the current textures are implemented atm, what to expect and look forward to.

Watch the trailer here on Particle's channel:

The songs heard in the trailer are an updated version of the GHZ theme and the Victory theme, both will be uploaded as videos on my channel when i have wifi again in a few weeks. (I think i uploaded the latter as a discord linked message before but i can't remember which update that was...) Anyway, they'll be available soon in YT format.

If you're curious, watch the old version of the GHZ theme on my channel:

Thank you for staying nearly 2y with me, the project has grown alot and i couldn't have done as much if it weren't for the friends i made in the community, like Particle, Felix, Clone Fighter, and others. Thank you, until next time!
 

Specter

Vulnerable Entity
Update 43
The secret's out, SRB2 Direct 5 has passed with lots of creators creating cool upcoming content. In it, the first announcement trailer for my mod appeared. I want to give a huge shoutout to and thank my friend Particle, who made the trailer so charmingly exciting.

In the trailer, you can find the status of the level layout, how the current textures are implemented atm, what to expect and look forward to.

Watch the trailer here on Particle's channel:

The songs heard in the trailer are an updated version of the GHZ theme and the Victory theme, both will be uploaded as videos on my channel when i have wifi again in a few weeks. (I think i uploaded the latter as a discord linked message before but i can't remember which update that was...) Anyway, they'll be available soon in YT format.

If you're curious, watch the old version of the GHZ theme on my channel:

Thank you for staying nearly 2y with me, the project has grown alot and i couldn't have done as much if it weren't for the friends i made in the community, like Particle, Felix, Clone Fighter, and others. Thank you, until next time!
I hadn't seen the trailer until now,

this looks amazing so far
 

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Top