Whoo! I've been working oh this thing for so god damn long, but I've finally got a release candidate.
For anybody that doesn't know, ShufflarB2 is basically my "SRB2JTE". It includes a bunch of cool new features and levels.
New Objects:
Flamethrower Wall - Like the flamethrowers seen in Lava Reef in Sonic 3 Object 6970
Flamethrower Ceiling/floor - Like the flamethrowers seen in Lava Reef in Sonic 3, but on the ceiling/floor (deaf for ceiling) Object 6971
Metal Flower 1 - A metal flower used for scenery. Object 6980
Metal Flower 2 - Another metal flower used for scenery. Object 6981
Mushroom - Mario Mode Mushroom (automatically changes to fireflower if you are big) Object 6990
1UP Mushroom - Mario Mode 1UP. Object 6991
Starman - Mario Mode invincibility star. Object 6992
New SOC Actions:
A_RemoteAction:Performs an action on an object other than the one that called A_RemoteAction. var1 becomes the actor's target, the action (var2) is called on var1. actor's target is restored
var1 = remote object
var2 = state reference for calling an action
A_ZThrust:Description: Pushes the player up or down.
var1: amount of force
var2: If 1, momentum is lost. If 0, momentum is kept
A_RailRing:Shoots an object like a rail ring. Works for players and mobjs.
var1: shot object
var2: trail
A_Teleport: Teleport to the mobj's current target.
Tip: Use A_Look or A_FindTarget to look for a target if the mobj doesn't have one.
var1: If 0, teleports target to this object. Else, this object teleports to target.
var2: If true, object keeps its momentum. Else, it loses it.
New Levels:
Match:
Space Dock Zone (Darkwarrior)
Emerald Park Zone (Darkwarrior)
Gamecube Battle Zone
PS2 Battle Zone
Greenflower Match
Fort Eltsac (Shadowhog)
Single Player/Co-op:
Hidden Palace (2D Mode)
Circuit:
Molten Wasteland Zone
New Features:
ShufflarB2 has a (small) boatload of new features including modes and other stuff.
Improved Mario Mode:
Mario Mode plays very differently in ShufRB2. You run to jump higher, grab mushrooms to grow bigger, and there's a new HUD modeled after the original Super Mario Bros. Some fixes for this mode include:
Fireballs cannot be aimed up and down.
Green Shell goes in the direction it should when you hit it, it can also be jumped on.
Improved NiGHTS Mode:
Not a whole lot to see here, the collision has been improved so you bounce around a whole lot less annoyingly, making NiGHTS mode easier to play, in general.
Improved 2D Mode:
All players are slower and are able to run on water.
Hold down+jump to spindash.
Camera moves in front of the player, so the player can see what is ahead.
Thok removed. Yes, it needs to be done.
New Mode, Ring Collect Mode:
Ring Collect mode is a team-based mode that uses some of the game's built in CTF maps. The basic idea is to run around collecting rings and bring them back to your base. The team with the most rings at the end of the round wins.
Also, giant, colorful rings fall from the sky halfway through the match.
If you want to create a ring mode map, the level type must be 8192.
Time of day:
The sky and level change brightness (and in OpenGL, color) depending on the time on your system clock.
To enable this in custom maps, just add timeofday = 1 to the MAINCFG lump on the levels you want. Unfortunately, this has the side-effect of forcing only two light levels. There's a brighter one for sky areas, and there's a darker one for non-sky areas.
Map credits:
Using an entry in the MAINCFG for your wad, you can make the name of the author of the map show up at the start of the level.
Example:
mapcredits = DarkWarrior
would get you:
Visible Names:
When you point your crosshair at another player, their name appears on your screen.
Small fix, Less laggy water:
Ever notice how if you spring out of water really quickly, it tends to lag the game pretty bad? This has been fixed in ShufRB2.
The mod also includes other small bugfixes, and some cool OpenGL stuff from PrettySRB2/SRB2JTE
The purpose of this release candidate is to try to work out any bugs, and to possibly get some last minute maps in. If anybody would like to submit a map, go ahead. If it's any good, I'll put it in the final build, and you will be fully credited.
Also, if you see any bugs, PLEASE report them in this topic.
Thanks to everybody that helped with this. Be it maps, beta testing, or ideas. :)
EDIT:
RC2 is done! It should be much more stable, and it has a few new features thrown in.
The 2D camera now acts a little different..
The 1.1 water ripples have been added (software only), as well as the new intermission screen (also software only).
http://i78.photobucket.com/albums/j97/SRB2Shuffle/SRB2/srb20013.png
Sprite shadows are fixed, type "shadow 1" in the console to enable them.
And.. a bunch of bugfixes.
And particles are back, though there are much less. I'm trying to keep the lag down.
DOWNLOAD
Sendspace: http://www.sendspace.com/file/ypzqv9
Mirror: http://dw.sepwich.com/files/ShufRB2_RC2.zip
For anybody that doesn't know, ShufflarB2 is basically my "SRB2JTE". It includes a bunch of cool new features and levels.
New Objects:
Flamethrower Wall - Like the flamethrowers seen in Lava Reef in Sonic 3 Object 6970
Flamethrower Ceiling/floor - Like the flamethrowers seen in Lava Reef in Sonic 3, but on the ceiling/floor (deaf for ceiling) Object 6971
Metal Flower 1 - A metal flower used for scenery. Object 6980
Metal Flower 2 - Another metal flower used for scenery. Object 6981
Mushroom - Mario Mode Mushroom (automatically changes to fireflower if you are big) Object 6990
1UP Mushroom - Mario Mode 1UP. Object 6991
Starman - Mario Mode invincibility star. Object 6992
New SOC Actions:
A_RemoteAction:Performs an action on an object other than the one that called A_RemoteAction. var1 becomes the actor's target, the action (var2) is called on var1. actor's target is restored
var1 = remote object
var2 = state reference for calling an action
A_ZThrust:Description: Pushes the player up or down.
var1: amount of force
var2: If 1, momentum is lost. If 0, momentum is kept
A_RailRing:Shoots an object like a rail ring. Works for players and mobjs.
var1: shot object
var2: trail
A_Teleport: Teleport to the mobj's current target.
Tip: Use A_Look or A_FindTarget to look for a target if the mobj doesn't have one.
var1: If 0, teleports target to this object. Else, this object teleports to target.
var2: If true, object keeps its momentum. Else, it loses it.
New Levels:
Match:
Space Dock Zone (Darkwarrior)
Emerald Park Zone (Darkwarrior)
Gamecube Battle Zone
PS2 Battle Zone
Greenflower Match
Fort Eltsac (Shadowhog)
Single Player/Co-op:
Hidden Palace (2D Mode)
Circuit:
Molten Wasteland Zone
New Features:
ShufflarB2 has a (small) boatload of new features including modes and other stuff.
Improved Mario Mode:
Mario Mode plays very differently in ShufRB2. You run to jump higher, grab mushrooms to grow bigger, and there's a new HUD modeled after the original Super Mario Bros. Some fixes for this mode include:
Fireballs cannot be aimed up and down.
Green Shell goes in the direction it should when you hit it, it can also be jumped on.
Improved NiGHTS Mode:
Not a whole lot to see here, the collision has been improved so you bounce around a whole lot less annoyingly, making NiGHTS mode easier to play, in general.
Improved 2D Mode:
All players are slower and are able to run on water.
Hold down+jump to spindash.
Camera moves in front of the player, so the player can see what is ahead.
Thok removed. Yes, it needs to be done.
New Mode, Ring Collect Mode:
Ring Collect mode is a team-based mode that uses some of the game's built in CTF maps. The basic idea is to run around collecting rings and bring them back to your base. The team with the most rings at the end of the round wins.
Also, giant, colorful rings fall from the sky halfway through the match.
If you want to create a ring mode map, the level type must be 8192.
Time of day:
The sky and level change brightness (and in OpenGL, color) depending on the time on your system clock.
To enable this in custom maps, just add timeofday = 1 to the MAINCFG lump on the levels you want. Unfortunately, this has the side-effect of forcing only two light levels. There's a brighter one for sky areas, and there's a darker one for non-sky areas.
Map credits:
Using an entry in the MAINCFG for your wad, you can make the name of the author of the map show up at the start of the level.
Example:
mapcredits = DarkWarrior
would get you:
Visible Names:
When you point your crosshair at another player, their name appears on your screen.
Small fix, Less laggy water:
Ever notice how if you spring out of water really quickly, it tends to lag the game pretty bad? This has been fixed in ShufRB2.
The mod also includes other small bugfixes, and some cool OpenGL stuff from PrettySRB2/SRB2JTE
The purpose of this release candidate is to try to work out any bugs, and to possibly get some last minute maps in. If anybody would like to submit a map, go ahead. If it's any good, I'll put it in the final build, and you will be fully credited.
Also, if you see any bugs, PLEASE report them in this topic.
Thanks to everybody that helped with this. Be it maps, beta testing, or ideas. :)
EDIT:
RC2 is done! It should be much more stable, and it has a few new features thrown in.
The 2D camera now acts a little different..
The 1.1 water ripples have been added (software only), as well as the new intermission screen (also software only).
http://i78.photobucket.com/albums/j97/SRB2Shuffle/SRB2/srb20013.png
Sprite shadows are fixed, type "shadow 1" in the console to enable them.
And.. a bunch of bugfixes.
And particles are back, though there are much less. I'm trying to keep the lag down.
DOWNLOAD
Sendspace: http://www.sendspace.com/file/ypzqv9
Mirror: http://dw.sepwich.com/files/ShufRB2_RC2.zip