Game Styles

[Open Assets] Game Styles 3.300

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Unfortunately, this breaks golden monitors entirely (They work once, but, after, you can't break them again, and if you try to, you often get stuck inside them and may get crushed by it if you jump and stay still.)
These mod's HUD aspects also seem to break when it's loaded before Takis OR if you play as Takis after loading this mod, might happen with other custom HUD characters, maybe add a 'compatibility' option to force the HUD on?
 
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Unfortunately, this breaks golden monitors entirely (They work once, but, after, you can't break them again, and if you try to, you often get stuck inside them and may get crushed by it if you jump and stay still.)
These mod's HUD aspects also seem to break when it's loaded before Takis OR if you play as Takis after loading this mod, might happen with other custom HUD characters, maybe add a 'compatibility' option to force the HUD on?
(in current patch only) Fix meant to fix another problem broke something else... how surprising. Okay, another one on the list.

When it comes to Takis... Unfortunately, the mod defeats the whole purpose of the older version of the custom HUD library it uses. (which was compatibility. Doesn't help, that certain functions of the version Takis uses are broken.). And mentioned forcing is also what breaks things here since the character forces vanilla setting every single frame when you don't use Takis, the core issue. So, I am leaving it up to author to support Styles. Normally I would look for a way to fix it, but as it stands and circumstances of likely load order makes it impossible to fix. Therefore, I will not attempt to support Takis in any way outside perhaps warnings as they could happen elsewhere too.

However, in light of this. I am updating my continuation of custom HUD library to include these console commands:

(on HUD items, you can read up in https://www.wiki.srb2.org/wiki/Lua/Functions#Togglable_HUD_items)

customhud_force_enableitem <item name> - forcefully enables HUD item.
customhud_force_disableitem <item name> - forcefully disables HUD item.
customhud_force_reset - forcefully enables all HUD items (likely will also switch item mod set into vanilla)
customhud_setmod <mod name> - sets every item to it's mod's counterpart if it exists
customhud_getitemtype <item name> - prints into console active mod type of the item
 
One question that i have, can you pick which zone title to appear individually or just toggled through presets?
 
One question that i have, can you pick which zone title to appear individually or just toggled through presets?
Currently, through preset. You can however modify every other aspect, so it is mostly inconvenient circumstance there. However, I do want to separate more aspects of classic style eventually.

Feel free to suggest any other separation from the classic HUD console variable.
 
Skydusk updated Game Styles with a new update entry:

Version 3.102 - Hotfix


#Custom HUD library:

List of vanilla HUD items (https://www.wiki.srb2.org/wiki/Lua/Functions#Togglable_HUD_items)

+ customhud_force_enableitem <item name>
forcefully enables HUD item.
+ customhud_force_disableitem <item name>
forcefully disables HUD item.
+ customhud_force_reset
forcefully enables all HUD items (likely will also...

Read the rest of this update entry...
 
For whatever reason, the Mania preset also seems to use the Xtreme HUD font preset, which is weird considering the Mania one DOES exist.
 
You fixed, this bug, but i found another.

If you pop a golden monitor while its respawning (by spindashing where it disappeared after you popped it the first time, or an elemental shield trail), the golden monitor will never respawn.
 
Skydusk updated Game Styles with a new update entry:

Version 3.108

#Classic style:

+ New emeralds: Sonic R + Sonic 3D Blast
+ Polished assets: Mania Emeralds, Mania monitors, Sonic 3 Emeralds,
+ Stage card option
+ Different safety measure for special stage exits (Iteration 1, not necessarily buggy but more so it doesn't counts deadly FOFs)
+ Better color for Mania intermission font

- Making sure that ALL token options are...

Read the rest of this update entry...
 
This is quickly becoming my most favourite mod in SRB2! It just makes the game feel so much more refreshing to play. I noticed though that the Sonic 1 Emeralds are mislabled as the Sonic 3 style (which, in all fairness, are technically the same, just Sonic 3's emeralds are much smaller, but clearly based on Sonic 1's emeralds) - What could be done is have SRB2's Emeralds just be called "Vanilla" and the one titled "Sonic 3" could instead be called "Sonic 1/3"

The constant updates bring me such joy, and I'm so eager looking forward to what styles are added next! I think one based on Sonic 1 and 2 8-bit would be really cool with a map-screen of the SRB2 Island for S1-8bit (can't remember what it's called) and 2D Sprite recreations of SRB2 levels for S2-8bit, but just snowballing ideas here.

Edit: Also, I'd love for an option to disable certain assets, like using, say, the Sonic 1 HUD while using the lives display of Vanilla SRB2
 
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A suggestion if I may submit. If your doing fan game huds I would strongly suggest a Sonic Utopia HUD!
 
theres this weird glitch with that adventure style where when you get close to a monitor, the graphic for what it is disappears aswell as the glass thing around it.
 
theres this weird glitch with that adventure style where when you get close to a monitor, the graphic for what it is disappears aswell as the glass thing around it.
Any mods? What version. Have you got any warning message. I need a bit more clues. Though, I will check quickly what is going on.

Update: Well... I still don't know what is going on... monitors on my end are fine.
 
Does SA Sonic use custom HUD? It overrides the Life counter HUD.
Not like it's really a bug (At least not from this mod)
 
Does SA Sonic use custom HUD? It overrides the Life counter HUD.
Not like it's really a bug (At least not from this mod)
Overwriting is the intended behavior to stop mods overlapping the HUD (simply, they get priority). But, in case of Adventure Sonic, it is just dirty simple solution to remove different problem on side of Adventure Sonic. However, I think 1.8c should be compatible with Adventure style at least by what I know.
 
Overwriting is the intended behavior to stop mods overlapping the HUD (simply, they get priority). But, in case of Adventure Sonic, it is just dirty simple solution to remove different problem on side of Adventure Sonic. However, I think 1.8c should be compatible with Adventure style at least by what I know.
1.8c's unfortunately not out yet anyways, but at least I know it'll work with this mod when it's out on the MB!
Post automatically merged:

99% chance it's just one of OpenGL's rendering bugs, but, when using that same renderer, some items are invisible thru the Adventure Style shields.
 
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