Sonic Adventure 2: Blast

Sonic Adventure 2: Blast v1.5

Garrean

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2024 Collaborator
Garrean submitted a new resource:

Sonic Adventure 2: Blast - Time to revisit this classic adventure!

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It's Sonic Adventure 2 in Sonic Robo Blast 2, revamped and reworked for 2.2!
This is a full conversion mod with new levels, characters and abilities to make for one cohesive adventure!
This is the first demo release. Future releases are planned to add more levels!
Hope you enjoy!

- By default, the main pack uses ForceCharacter. You can't switch characters, since level headers are hardcoded.
-...

Read more about this resource...
 
this is really cool and im having lots of fun with the mod but i have ONE problem :)

my game crashes every time i beat Pumpkin Hill. idk how to fix it
my game has the 2.2.15 update so idk what to do :(
 
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this is really cool and im having lots of fun with the mod but i have ONE problem :)

my game crashes every time i beat Pumpkin Hill. idk how to fix it
my game has the 2.2.15 update so idk what to do :(

Can you send your SRB2 log from the crash?
 
You may wanna rethink the 'NoAbilities' command being linked with TossFlag. As Ryder the Falcon uses it for his moveset along with commands that may be linked with ManyMinorTweaks as TossFlag can be used here as well.
 
Finally a level pack that feels like I can actually use X Sonic on, so much straight yet wide space, rails, and sharp turns. It feels nice to have these kinda levels once in a while.
 
alright, one thing i gotta say, the GUN hunters are waaay too aggressive- that is, they fire way too often. dealing with more than one without getting hit feels nigh-impossible if you aren't tails or eggman (or fang i guess). I can understand wanting them to present an actual threat, but as is groups of them are just too much. They need either slower projectiles, a lower fire rate, or some combination of both, i think.
 
Garrean updated Sonic Adventure 2: Blast with a new update entry:

SA2:Blast v1.1 - Hotfix

Quick hotfix to fix a bunch of bugs found in the initial release:
  • A majority of the unused music/textures have been removed, to reduce filesize.
  • The first Prison Lane checkpoint no longer spawns you directly in the line of fire of a GUN Hunter.
  • The ring capsule in the Radical Highway spring building has been repositioned to no longer send you flying.
  • The "noabilities" command has been replaced with an "sa2abilities" command, exclusive to the multiplayer version of the...

Read the rest of this update entry...
 
Dayum that mod realy deserver 5 star bc it almost made realy same map from real adventure plus I like your idea with truck rly good and gs rail menu adding dayum you did perfect mod you should be proud of yourself
Post automatically merged:

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btw how do I fix that
 
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wdym it have one levle only????
There's only 6 levels currently in the demo. 3 for both Hero and Dark where each character has one stage to themselves.
Though I don't understand why you don't have the Adventure Style on while playing the mod unless you're using versions older than 2.2.15.
 
having sa2 abilities being bound to fire & firenormal sounds like a bad idea; that won't turn out well for custom characters that use those buttons
 
There's only 6 levels currently in the demo. 3 for both Hero and Dark where each character has one stage to themselves.
Though I don't understand why you don't have the Adventure Style on while playing the mod unless you're using versions older than 2.2.15.
yeah ok but there a strange thing I CANT GO TO NEXT LEVLE >:(
 
If you plan on continuing to update this with both full sides of the SA2 campaign, I could contribute code or anything else that may be useful for recreating certain gimmicks. Also, don't fret to ask me for help with any gimmicky stuff at any time over on Discord, you should know my contacts by now. :wonderful:

If you don't want to either though that's fine, it just gives me more incentive to continue my own SA2 project >:)
 
Was able to play through City Escape, it was a fantastic recreation.

Only issues I had were that the wooden blocks only seem to be destroyable by Spinning? That and the level never went into the act clear/score tally part after completing the level so I couldnt progress.

1739199665356.png
 
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