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SRB2: Chaotic Edition v3: Chaos City WIP

EeveeEuphoria

a possum irl
Hey howdy! I'm already beginning work on my next big project, and this is an ambitious one. With Tails' Khaos Kontraption complete (I will get around to patching those bug fixes at some point, ADHD is horrible to wrangle lol), I've been meaning to backport all my hard work to SRB2, not only to get all the new nifty effects in the game, but to also clean up the codebase with the new one I made for Ring Racers.

But then I thought... I want this to be bigger. I want there to be a bunch of single player content for this, stuff to unlock, things to do come back to, and so much more.

And as such, I've decided that v2 is gonna be big. My main goals are as follow:
  • Have a "hub" level of sorts you can navigate to at any point. The point of the hub world will be to spend rings, which you deposit at the end of every level you play.
  • The ring system will be tuned to account for this; any time you get hit, you lose a portion of your rings. I think I might go for a similar system to the ringkeep addon I made a long while ago.
  • The things you buy here will be unlockable stuff for the chaos mod, such as new effects, alterations to gameplay, and even various challenges you can do.
  • My current plans are for Amy to be the main shop, Tails to be the options center to adjust everything, and Fang will provide pre-set "missions" to do to unlock certain things, and to also offer an endless challenge mode for extra rings.
    • I might add Knuckles as some kind of Randomizer mode, but I'm not sure how to set myself apart from the already existing SRB2Randomizer in meaningful ways.
  • Another thing is that certain elements of the map change around the more you play. Just for a sense of progression.
  • Finally, an achievement system would be neat too, though again I haven't fleshed out the details so I'm unsure what I'd want out of it.
A lot of these ideas are just me sticking things on the wall and seeing if they work at the moment, nothing's fully concrete yet besides the hub level idea. Most these are just conceptual, I might scrap 90% of this for all I know. My ideas text file is currently a mess, so yeah!

As of right now, the hub level occupies the space that the tutorial level is in, since I don't think there's many mods out there that change the tutorial level. This mod is meant to be able to be played alongside other level packs (with that said I haven't really indulged in most of these, so it'll be funny testing these out first with this mod)

With that said, here's a very rough sneak peak at the city! It's been ages since I last touched Zone Builder, but I'm getting the hang of Ultimate Zone Builder here. Even if it keeps eating all my RAM...

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Oh and final thing, this map isn't planned to be playable in multiplayer. However, all your progress does transfer to multiplayer. I'm not 100% sure how to sort all this out, but I'll figure out something.
 
Some small updates, I've been working more steadily on the level now. I'm now utilizing C. Fighter's textbox library to handle NPC interactions! Though, I wish this thing wasn't busted at non-16:10 resolutions (the text shouldn't be there), I'll have to go in and fix that myself.
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I've also done pretty much all the exterior for Amy's shop as well. There's a reason why half the roof is missing...
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...Fang is mean.

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I'll hopefully get to working on the menu system soon enough, since that's key to this whole thing working. It'll be easy enough to make a system to deposit rings at the end of every level (I've edited the end-of-level screen before, I plan on including a lil visualizer for the money bag), and to keep track of save data of this sort.

I think I'll make a menu system from scratch instead of utilizing what I made for Many Minor Tweaks, since that menu system... was very jank, even after I've rewritten it. Besides, I want this menu system to be more dynamic with more icons and stuff. Hardest part will be motivating myself to do that, but I think after I've done enough of this level, sunk-cost fallacy will kick in and I'll finally be able to do that.
 
A nice lil update, I've finally got a new menu system, and it's working nicely! This took a lot less time than I expected, my coding experience is finally paying off. Especially since this isn't an ungodly nightmare like my MMT code (say, maybe I should update that after I'm done with this...)

Anywho, here's the menu system! Do note, the items and descriptions shown here are definitely not final, I might change my mind about anything shown here.


Oh, also I fixed that annoying bug where the text wasn't aligned properly on non-16:10 resolutions. I made sure to let the original creator know what I did to fix it, t'was just a one-line bug :p
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Some more small updates, I've spent a lot of time cracking at the menu system, and it's now basically fully functional. Changes you make do happen, currently the cassette item and the summon fang item works, in which the latter changes up the map to add Fang to the city (in which he steals amy's roof, poor thing). All that's missing now is the icons, and saving functionality (alongside the actual ring banking system, since that's not truly implemented yet)


Oh, and I've now actually begun backporting TKK back to SRB2. Thus far all I've done is remove all the errors preventing the scripts from successfully starting, no actual work outside of that has been done yet.
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Only other things to note is I'm thinking hard about how I want to handle this for multiplayer, and I'm still not entirely sure how I want to do it. This was mainly done with single-player in mind, but I don't want people wasting time unlocking stuff if they just wanna play with their friends. Such is life, trying to design for multiple playstyles, huh?
 
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  • Cool!
Reactions: Dee
More updates time! I've now been able to successfully mash together all the work I've done into one mod that can load together, so, it's all together now!
I've also now got most of the chaos effects to work now, it's just missing some of the ones that didn't make it over to TKK, which I'll do sometime soon. I've even added two new effects while I was making this, just simple ones that will be funny to play around with.

And now, that I've done all this, I will be able to focus on actually integrating the planned single-player content to the mod. I'll be cornerning off certain effects to be unlocked, but it won't be too many, don't you worry. I'll mainly focus on the new ones that haven't been seen in SRB2:CE before. And I'll be sure to add plenty of new unlockable effects to make sure not too many are removed!

I've also written up a new save system, one that isn't fully complete yet (it only works in single-player, definitely won't work in multiplayer due to lua i/o jank), but I'll hopefully get that sorted out sometime soon, using traditional "send a fuckton of commands over the console" methods. I'll also rewrite the settings system to utilize this as well, to make sure it's all neat n tidy.

I've been able to do a lot of progress over just the past few days, it's not even been a week and I'm already nearing a state I could consider alpha! Just need a few more pieces to come together before I can officially start playtesting w/ my friends, to see how it all works out, and to record some in-game footage to slap onto youtube, as a lil teaser.

Oh and, I'll try to aim for much more chaos effects this time around; I'm not pushing myself for a deadline, so once most of this is feature complete, I'm aiming high for as many chaos effects as I can possibly cram into here, pushing the limits of lua capabilities.
 
Time for more updates! First on the menu (no pun intended), the options menu is now here! Shown off here is the new blacklist menu, meant to make blacklisting effects way, way more intuitive. It's almost completely functional, it just doesn't show whether an effect is blacklisted yet or not.

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By the way, this might just be called "Toggle Effects" in the future, my plans are to have this tie in with a ring multiplier system, where the more bad effects you remove, the less your multiplier is. Contrastly, the more good effects you remove, the higher your multiplier.
Back to the options system in general, there's also ways to turn off the individual things you buy in the shop, along with managing all the other settings. Just chat up with Tails to get it all done!

Second of all, I've been slowly working on the surrounding city area, something I did was manage to make a clock tower that actually functions, with your system clock being used as reference!
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Also, in general, I've decided to switch up the vibes of this map; if only because I also made a change in the music on the map!
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Finally, I've posted a YouTube video showing off this mod; it's not much new, it's just a little bit of everything I've posted here so far.

 
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It's been awhile since I posted another update here, I am hard at work, trust me! Things have just slowed down a lil bit as I've been doing more polishing lately, for example, transitioning the music track smoothly:


Though don't worry, I have also been working hard on adding more effects too; I plan on making there be a whole lot more, if only to surpass the amount I added to Tails' Khaos Kontraption.
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Oh, and how can I forget, I've implemented the ring-keeping system, which... I just mostly took from my ringkeep mod lol. Every time you get hit, you lose half your rings. Very good to make it so you don't lose everything to chaos... sometimes.
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I'm only just now realizing, this shouldn't be v2, this should be v3! I'm too silly and simply forgot the version convention I had before.

Anywho, another smaller update, I've spent most of my past time reworking the saving/loading system. It's a complete and utter horrorshow, but at this point the code basically works so I don't care. This is all because of how extremely strict SRB2 is when sending information to servers. Basically, in order to load things from lua i/o, you can't just directly dump that data into player userdata. The workaround I use just sends a bunch of commands. But, if you send too many commands too quickly, the game doesn't like that, and kindly asks you to stop (in the form of netxcmd errors), which then causes everything to go haywire.

So, my ultimate solution is to call a load function every few tics, by purposefully inducing a delay in loading. Every time that load function runs, it checks the load counter in the player, and goes up to load that value, if it hasn't already been applied to the player. Then, once it's all done, the single player content is loaded. I still have the same system from TKK implemented for loading it's settings, though I've also introduced a delay to it. I might consider backporting that to TKK if I start seeing netxcmd errors, though nobody's reported that, thankfully (then again, I think console variables are handled differently anyhow).

In short, I had to deal with a friggin nightmare just to get the save system working in netplay, and my code is a horrible mess that will be cleaned up by future me. Just not now.

For now, some new effects. First one is Broken Screen! Does what it says on the tin, you unlock this by breaking Tails' laptop in Chaos City. You get what you deserve, you monster.
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Second one is "but here's the spinner", causing your player's draw angle to change! It's entirely cosmetic... at least, I assume it is. If this affects people using the other control method, then that'd be super funny, I'll have to test for that when it comes time for the polishing phase.
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And finally, "The Treadmill Effect" (featuring a load error while i was testing purposefully failing loads), this causes your player to be constantly pushed forward in the direction your character is facing. Not the camera, your player. If you're wondering, yes, this stacks with "but here's the spinner". It's hard to show off in a GIF, but once you're in-game and you get this, you'll feel the pain. It gets especially potent in mid-air, as there's no friction stopping this from constantly pushing you forward.
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More updates time! I've had to once again re-work the saving and loading system, I just can't get my brain around how to get this accursed thing to load. If only lua i/o were that simple. I think it finally, actually, genuinely works, I'll need to test it more thoroughly soon but... yeesh.

First up, "BOMBZ"! This just drops a bunch of TNT barrels from the sky, and detonates on impact with the ground. They're also non-solid, so they can't crush you like the GIF shows. I think the funniest thing is that, due to the way this works, they often end up spawning on vertical springs, so they never get the chance to detonate. It just makes that spring deadly to use.
bombz.gif


Next up is "Timestop", an effect that causes all objects on the map to stop for 10 seconds! Their animation frames will also freeze, which I added after doing that in this GIF. Keep in mind that interacting with said objects (such as hitting them) will unfreeze them :p
timestop.gif


And finally, for a non-universal effect, "Eye for an Eye". Every time you deal damage, you take damage. But also, if someone damages you, they get damaged. I imagine this'll be very silly in match mode (or that one battle mod)
eye4aneye.gif


At time of writing, this mod now has a total of 64 regular chaos effects, and 8 universal effects! And I'm hoping to get at least 70 regular effects going before the mod releases, no guarantees though.
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An actually small update this time, I haven't done much surface-level stuff since I've been slowly chipping away at a bunch of the bugs that's cropped up during the development of this, along with some serious code clean-up that's still well underway.

But for actual features, for one, I've made a warp system the player can use to get to Chaos City! Now, you don't need to use a console command or go to the tutorial level to go here. Should be nice for first-time players, and especially mobile/console players. I'll eventually add some fancy particle effects to complete the look.

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Speaking of Chaos City, I've now started work on making the dialogue system actually be interactable. The text box library I chose makes it very easy to replace the text depending on whatever I want, so, random text can appear, or text can appear depending on the save file, etc.
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And yes, I even account for The Clone situation.
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For a bit more on my behind-the-scenes code stuff, I've been wrangling the save system once more, having to, you guessed it, re-write it yet again. But this time, I'm confident it works in netgames after various tests (though the actual saving itself got borked, need to test that again lmao), plus it's much more efficient since it can load 7 options per-command (thanks X Sonic for giving me inspiration on that, though it uses 9; i use 2 of the variables to keep track of what's loading cuz i have way more than 9 things to load). All that's left for me to do is to shove the old options system out of the picture entirely to have it be loaded by this new system. As it stands, the blacklist/toggle options feature can finally save again, yay!

And for a bit more, I've been slowly doing some balance changes to the chaos mod, as to ensure things don't get too painful. Bringing back things like disabling effects while in a minecart, or NiGHTs stages was also done, and eventually I plan on re-implementing the smarter system for rolling effects, i.e. construct a table of only the relevant effects the player can roll right now; that was missing from TKK due to time constraints.

As a bonus, have a GIF of some play-testing I did with a friend. The Bups are displeased.
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Time for another update!

Getting this out of the way, yep, re-working the dang save system again. I don't know why it's so hard to convince SRB2 to load things to the right player in the right way. It hasn't been done yet, but I'll make damn sure I thoroughly test it before this releases.

...anyways. Pong. In SRB2. Because why not? I'll admit, this is a direct rip of the idea that SM64 chaos had for pong, in which this will be a working effect you have to contend with in-game. And yes, your character will move around when you're playing pong.
(the translucent background doesn't exist in-game, this is for the arcade machine you can unlock)
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Besides that, I've spent some more time decorating Chaos City, it's starting to really shape up!

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(yes there's still grass on the shelves, i'll make a proper texture one day)

There's also a functioning warp system now! How this will work is that, at the spawn point of every level, you're given a teleporter that you can take to go to Chaos City. That way, you can spend your rings n junk while playing, without having to exit out of the level, or enter some command to warp. And of course, it'll let you warp back to what level you were at!

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Bonus GIF, I broke tails while working on the warp system.
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Time for another update!

Getting this out of the way, yep, re-working the dang save system again. I don't know why it's so hard to convince SRB2 to load things to the right player in the right way. It hasn't been done yet, but I'll make damn sure I thoroughly test it before this releases.

...anyways. Pong. In SRB2. Because why not? I'll admit, this is a direct rip of the idea that SM64 chaos had for pong, in which this will be a working effect you have to contend with in-game. And yes, your character will move around when you're playing pong.
(the translucent background doesn't exist in-game, this is for the arcade machine you can unlock)
View attachment 141322

Besides that, I've spent some more time decorating Chaos City, it's starting to really shape up!

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(yes there's still grass on the shelves, i'll make a proper texture one day)

There's also a functioning warp system now! How this will work is that, at the spawn point of every level, you're given a teleporter that you can take to go to Chaos City. That way, you can spend your rings n junk while playing, without having to exit out of the level, or enter some command to warp. And of course, it'll let you warp back to what level you were at!

View attachment 141328


Bonus GIF, I broke tails while working on the warp system.
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good job making pong! now people will ask you to make an arcade map! jokes aside... this is prob one of the best mods ive ever seen, i love hubs and any type of customization so im 101% sure ill love this when its out!
 
Progress is coming along steadily! This time, for real, and I mean it, the save system actually works in multiplayer now. I had to do some extremely jank stuff to get it to work, but it works.

First up, I've been slowly but surely trying to finalize the menus, as you can see with the icons here. But also shown is an option to delete all your save progress, just so you don't have to dig through your luafiles to delete it.
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Next up, "Negative Rings" is now a universal effect! This just straight-up replaces rings on the level with negative ones, instead of all the ones you collect being negative. I think this is a more interesting way to go about it :p
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I've also worked on "On-start Effect", which does what it says on the tin. Just another thing you can buy from the shop! I might plan on making it so if you start with a negative effect, your ring multiplier goes up a bit, but I'm not sure.
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Another thing done is that Knuckles is finally here, I've partially implemented the stuff I have planned for him.
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Oh, and I almost forgot, I added this lil animation whenever you finish a level! It'll show your rings being banked, basically! The more rings you have to be banked, the more rings that pop outta ya!
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Bonus GIF: Knuckles doesn't like it when you do this.
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Been a hot while since I last chimed in on this, I've kinda paused development as I was getting a lil bit burnt out. But, work has started back up again since the 2.2.14 pre-releases have been rolling out.

Not much to show in the way of screenshots and GIFs, but I have been basing the development of this on 2.2.14 now, so, that's what this mod will expect when this eventually releases. It'll warn you if you're on the wrong version, but you can proceed at your own risk; but you won't get help if you ask for it, and you're not on the right version.

On a related note, I might plan on doing a beta test of this at some point, just to get general feedback on the shop system in general, and to see how well this works under netplay (with more than 2 people, at least). I might plan it for Halloween, but I'm not sure, so no guarantees there (if I do, I'm tempted to decorate Chaos City w/ appropriate holiday things). I've been slowly prepping this for an eventual beta release, like making non-functional menu items not break everything.

I'm not sure when I'll settle on a feature freeze, since I don't exactly have everything I want yet, but if I keep going at it, this thing will never get finished. I am still anticipating to release this sometime before the year is over, after all. And after that I'll want to work on Many Minor Tweaks, mainly to overhaul the menu system yet again, since I learned a lot while making this.
 
Oh boy another hot second since the last update, truth be told, I haven't done much still. Burn out has hit me a lot harder than I thought, but progress picked up a bit last week.

I've decide I'm gonna have to cut back planned features if this is gonna release any time soon, don't worry though, most of what I've shown off will still happen. But there'll just have to be things I'll push out in an update in the future if I want this thing to release, I think I got a bit too overambitious with my goals here, and it's wearing me down how much stuff I've planned on putting in here.

I'm aiming for a release before or on Christmas at this point, most of everything I want is implemented at this point, it's just a matter of fixing up the presentation (there's missing sounds and graphics rn), and patching up the incomplete stuff that won't see the light of day just yet. Oh, and the bug fixes. I still have so many things labeled as "TODO" in my text files.

I hope to get a fancy little trailer done for this too to coincide with the release, I plan on doing a short little cinematic for the trailer before showing gameplay, which I think would be fun.

Here are two bonus gifs, an extra to make up for the fact I didn't show one last time:
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EDIT: Oh and btw, if it's any consolation, the current changelog is 79 lines long, with the total new amount of effects added to this being 17 compared to the last version.
 
New update, we're in the final stretch. I'm now seriously cutting back on all the incomplete features, and I'll shove them into a future version, which hopefully won't come out too long after this. That does mean that, despite all the effort I put into making Fang appear and interact with the world... he currently does nothing. Oh well, it'll be nice to have him there, at least. The shops will also be a little bit more empty, but there's still plenty of stuff to buy. There'll just have to be teasers for upcoming updates :P

I'm also still tweaking the balance of everything, such as your starting Ring Multiplier. I'm now most likely set on 0.75x, since that's not too bad, but it also won't let you start zooming and buying everything from the shops after just one play session. There's also been balance considerations for some effects, I've put some in place but they're not all that drastic compared to their individual previous incarnations.

Also, I've been further implementing SRB2 2.2.14 niceties, since pre3 just dropped today. This mod will still work on 2.2.13, don't you worry. I still have no clue when they plan on dropping the full 2.2.14 anyways, so that's why 2.2.13 is still supported.

With that out of the way, I've added yet another new effect. This one simply displays Creatures that are being held, they will obscure your view. There's a selection of 6 the game will choose from, with one of them being rarer than the others (because it basically blocks half your screen).

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This puts us at 67 unique effects, by the way! I've also been working on updating the HUD to be more unique, like the NPC dialogue boxes!

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I've also done the same for the menus!

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I am very hopeful to get a before-Christmas release date, latest this will happen is Christmas Eve, I hope. I do have a trailer fully prepared for when this mod is finally complete! The final stuff I have left to do is some critical bug fixes, and further polishing; I still need to get those text-to-speech sounds (it takes a lot of effort to record from a windows XP VM lol), and the icons needed for the attributions page. And there's still a couple of missing icons for various things like the menus and chaos effects.

Bonus GIF time:
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New update, we're in the final stretch. I'm now seriously cutting back on all the incomplete features, and I'll shove them into a future version, which hopefully won't come out too long after this. That does mean that, despite all the effort I put into making Fang appear and interact with the world... he currently does nothing. Oh well, it'll be nice to have him there, at least. The shops will also be a little bit more empty, but there's still plenty of stuff to buy. There'll just have to be teasers for upcoming updates :P

I'm also still tweaking the balance of everything, such as your starting Ring Multiplier. I'm now most likely set on 0.75x, since that's not too bad, but it also won't let you start zooming and buying everything from the shops after just one play session. There's also been balance considerations for some effects, I've put some in place but they're not all that drastic compared to their individual previous incarnations.

Also, I've been further implementing SRB2 2.2.14 niceties, since pre3 just dropped today. This mod will still work on 2.2.13, don't you worry. I still have no clue when they plan on dropping the full 2.2.14 anyways, so that's why 2.2.13 is still supported.

With that out of the way, I've added yet another new effect. This one simply displays Creatures that are being held, they will obscure your view. There's a selection of 6 the game will choose from, with one of them being rarer than the others (because it basically blocks half your screen).

View attachment 150522

This puts us at 67 unique effects, by the way! I've also been working on updating the HUD to be more unique, like the NPC dialogue boxes!

View attachment 150524

I've also done the same for the menus!

View attachment 150525


I am very hopeful to get a before-Christmas release date, latest this will happen is Christmas Eve, I hope. I do have a trailer fully prepared for when this mod is finally complete! The final stuff I have left to do is some critical bug fixes, and further polishing; I still need to get those text-to-speech sounds (it takes a lot of effort to record from a windows XP VM lol), and the icons needed for the attributions page. And there's still a couple of missing icons for various things like the menus and chaos effects.

Bonus GIF time:
View attachment 150527
This is looking great! I can't wait for the release!
 
New update, we're in the final stretch. I'm now seriously cutting back on all the incomplete features, and I'll shove them into a future version, which hopefully won't come out too long after this. That does mean that, despite all the effort I put into making Fang appear and interact with the world... he currently does nothing. Oh well, it'll be nice to have him there, at least. The shops will also be a little bit more empty, but there's still plenty of stuff to buy. There'll just have to be teasers for upcoming updates :P

I'm also still tweaking the balance of everything, such as your starting Ring Multiplier. I'm now most likely set on 0.75x, since that's not too bad, but it also won't let you start zooming and buying everything from the shops after just one play session. There's also been balance considerations for some effects, I've put some in place but they're not all that drastic compared to their individual previous incarnations.

Also, I've been further implementing SRB2 2.2.14 niceties, since pre3 just dropped today. This mod will still work on 2.2.13, don't you worry. I still have no clue when they plan on dropping the full 2.2.14 anyways, so that's why 2.2.13 is still supported.

With that out of the way, I've added yet another new effect. This one simply displays Creatures that are being held, they will obscure your view. There's a selection of 6 the game will choose from, with one of them being rarer than the others (because it basically blocks half your screen).

View attachment 150522

This puts us at 67 unique effects, by the way! I've also been working on updating the HUD to be more unique, like the NPC dialogue boxes!

View attachment 150524

I've also done the same for the menus!

View attachment 150525


I am very hopeful to get a before-Christmas release date, latest this will happen is Christmas Eve, I hope. I do have a trailer fully prepared for when this mod is finally complete! The final stuff I have left to do is some critical bug fixes, and further polishing; I still need to get those text-to-speech sounds (it takes a lot of effort to record from a windows XP VM lol), and the icons needed for the attributions page. And there's still a couple of missing icons for various things like the menus and chaos effects.

Bonus GIF time:
View attachment 150527
that kids these days effect seems awesome. hoping the random guy cutting soap appears
 
Here we are, the final update, the mod is officially releasing on Wednesday!

I still have a bit of work ahead as I patch up things, since there's a bunch of settings I need to test to make sure it all works out. I also need to make sure there's no loose ends (i.e. unfinished features that are still present), and do some final touch-ups.

I've added all the icons to the menus by this point, including the profile pictures for everyone I've given credit to for helping bring this mod to fruition. (also, I find it funny that out of all the icons to get wrong, mine is the only one that is wrong due to there not being a close color to my PFP's hair lol)
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Another thing I did was change the borders for the text, trying to have a theme of the broken-floating island that the logo has.
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Speaking of, it's just occurred to me I've never shown off the finalized logo! So here it is, I got done with this right after my... 3rd to last update xP

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Finally, since the mod is due to release in a few days, here's the entire changelog I have (this might change before I release it, as I'm not 100% sure I got everything in here lol)
- NOTICE: This mod was made for SRB2 v2.2.13 (with some enhancements for v2.2.14 implemented), make sure you're on that version or above before complaining about bugs.

- Massive rewrite has been implemented!
* This is the rewrite I did for Tails' Khaos Kontraption, this should 500% improve stability.
* Also included are some things I didn't do for TKK, like the faster roulette table (thus meaning your rolls will go faster)
* This will also include expandability (i.e. mod support), so you can create your own effects that can be loaded on-top of this!

- New single-player content!
* A hub level has been added called "Chaos City"; interact with Amy to buy new things such as effects and such, and interact with Tails to adjust your options! Recruit more characters to expand your ways of interacting with this mod!
* In single-player, whenever you get hit, you no longer lose all your rings! And when you finish a level, you deposit all your rings into a bank, that you can then use to spend on items in Amy's shop!
- Because of all of this, you are now incentivized to go for as many rings as possible in a level, if you can avoid the chaos.
* This mod *should* be compatible with other level packs, as it only replaces the tutorial level. If there's any incompatibilities, let me know, no guarantees I can fix it but I can try.

- New effects added:
From TKK:
* Hey! Listen!
* Timebomb
* Laggy Model
* Kids These Days
* Hop!
* Super Explosive 64

Brand New:
* STOP! (unlockable)
* Downside Up
* Money! (unlockable)
* Omochao (unlockable)
* Flamethrower
* Broken Screen (unlockable)
* but here's the spinner
* The Treadmill Effect
* Eye for an Eye
* Pong
* Rainbow Sneakers
* :3

- Universal Effects added, from Tails' Khaos Kontraption.
* This is an unlockable you can buy! Comes with an assortment of effects that doesn't just affect the player, it affects the environment around you, and has a seperate global timer.
* Effects are:
^ Timestop
^ BOMBZ
^ You Get The Bees
^ Extra Life
^ The Most Attractive Player (takes the place of "Black Hole", since it gives you it)
^ Out Of This World
^ Wacky Textures
^ Negative Rings (this replaces the effect of the same name)

- New menu system introduced, mainly for single-player content, but allows for general options to be changed.
* All the general settings have been put in here, allowing for a non-confusing way to change up the mod to your liking.
* Blacklist system has been overhauled and put into here, being called "Toggle Effects", which can affect your ring multiplier!
^ This will also show descriptions for the effects, giving you a brief glance at what they do.

- TKK specific changes:
* Icons have all been revamped, and are slightly bigger in size. They should be more legible, hopefully!
* A custom text renderer has been introduced (courtesy of l_fontlib.lua), just for a different font to be used, one custom-made for TKK and this mod.
* The HUD text system has been overhauled, looking a lot prettier with colored borders.
* The timer bar now accounts for your screen resolution, that is to say, it takes up the whole screen now.

- Tweaked certain effects:
* "Bouncy!" has the wall bouncing logic changed.
* "Rewind" now resets your camera, making it slightly less disorienting. I think.
* "Earthquake" utilizes the new 2.2.14 functions, now making it so not everyone gets the same effect, due to there being a radius and epicenter. This also means more than 1 person can have it applied at the same time.
* "Change Character" now actually chooses Sonic sometimes.
* "Nuke" has a much larger blast radius now, and comes with 0 risk of any shield shenanigans happening.
* "Give Good Stuff" now adds to the timers instead of just replacing them.
* "the pizza is aggressive" has had it's code ripped out and replaced; the short of it is, this will work much better now.
^ Also, the sounds have been upgraded to be a bit more audible.
* "Tiny" makes you a little bit less... little. Meant to make things a little more bearable. (sorry)
* "Change Sprite" now copies the roll and pitch of the player.
^ It also has a bunch of new sprites to choose from!
* "Random Music" now looks through all the maps to get all the music tracks. So, if you're on a custom level pack, music from those levels can be selected!
^ It's also been changed to no longer have the music get changed back to the normal music by things that would ordinarily restore the music (i.e. 1-up jingle, invincibility, etc.)
* "Black Hole" is now classified as a Universal Effect.
^ It also no longer attracts any solid objects if you're not in Amplified mode.
* "Negative Rings" is also now a Universal Effect.
^ Instead of how it worked before, random rings are now turned red, and those deplete your current ring count.

- General changed things:
* Effects are no longer preserved between levels.
^ Justification is that this just isn't really needed, and caused a lot more headaches programming-wise than it was worth.
* On top of having a settings menu in Chaos City, you have access to it via "SRB2CE". Use that instead of typing out confusing commands!
* The save system has been re-worked entirely; settings should now no longer cause "NetXCMD" issues if you were having them before.
* The rainbow timer bar now runs slower, and has a smoother transition when looping.

- There are enhancements exclusive for 2.2.14 (as stated above, this mod will work in 2.2.13):
* "Ghost" and "Invisible" use the alpha tag; ergo, player smoothly transitions to an invisible state.
* Text borders have proper transparency
* Earthquakes now have proper radiuses; not everyone will experience them now!

Future plans:
* Make "Toggle Effects" work for Universal Effects
* Give Fang a purpose besides just standing there.
* Add some new shop items.
* Expand Chaos City to have more stuff to do (mainly, let you enter the clock tower).
* Re-add missing effects and functions (such as "No Abilities", and "no incompatibilities" mode)
* Import some of the changes made to this back to Tails' Khaos Kontraption (and also fix the issues it has with SRB2Kart)
* And, of course, add more effects.


Here's the premiere for the trailer, set to be shown in a couple of days!


And here's the final bonus gif:

srb20008.gif
 
Here we are, the final update, the mod is officially releasing on Wednesday!

I still have a bit of work ahead as I patch up things, since there's a bunch of settings I need to test to make sure it all works out. I also need to make sure there's no loose ends (i.e. unfinished features that are still present), and do some final touch-ups.

I've added all the icons to the menus by this point, including the profile pictures for everyone I've given credit to for helping bring this mod to fruition. (also, I find it funny that out of all the icons to get wrong, mine is the only one that is wrong due to there not being a close color to my PFP's hair lol)
View attachment 150684

Another thing I did was change the borders for the text, trying to have a theme of the broken-floating island that the logo has.
View attachment 150679

Speaking of, it's just occurred to me I've never shown off the finalized logo! So here it is, I got done with this right after my... 3rd to last update xP

View attachment 150680

Finally, since the mod is due to release in a few days, here's the entire changelog I have (this might change before I release it, as I'm not 100% sure I got everything in here lol)
- NOTICE: This mod was made for SRB2 v2.2.13 (with some enhancements for v2.2.14 implemented), make sure you're on that version or above before complaining about bugs.

- Massive rewrite has been implemented!
* This is the rewrite I did for Tails' Khaos Kontraption, this should 500% improve stability.
* Also included are some things I didn't do for TKK, like the faster roulette table (thus meaning your rolls will go faster)
* This will also include expandability (i.e. mod support), so you can create your own effects that can be loaded on-top of this!

- New single-player content!
* A hub level has been added called "Chaos City"; interact with Amy to buy new things such as effects and such, and interact with Tails to adjust your options! Recruit more characters to expand your ways of interacting with this mod!
* In single-player, whenever you get hit, you no longer lose all your rings! And when you finish a level, you deposit all your rings into a bank, that you can then use to spend on items in Amy's shop!
- Because of all of this, you are now incentivized to go for as many rings as possible in a level, if you can avoid the chaos.
* This mod *should* be compatible with other level packs, as it only replaces the tutorial level. If there's any incompatibilities, let me know, no guarantees I can fix it but I can try.

- New effects added:
From TKK:
* Hey! Listen!
* Timebomb
* Laggy Model
* Kids These Days
* Hop!
* Super Explosive 64

Brand New:
* STOP! (unlockable)
* Downside Up
* Money! (unlockable)
* Omochao (unlockable)
* Flamethrower
* Broken Screen (unlockable)
* but here's the spinner
* The Treadmill Effect
* Eye for an Eye
* Pong
* Rainbow Sneakers
* :3

- Universal Effects added, from Tails' Khaos Kontraption.
* This is an unlockable you can buy! Comes with an assortment of effects that doesn't just affect the player, it affects the environment around you, and has a seperate global timer.
* Effects are:
^ Timestop
^ BOMBZ
^ You Get The Bees
^ Extra Life
^ The Most Attractive Player (takes the place of "Black Hole", since it gives you it)
^ Out Of This World
^ Wacky Textures
^ Negative Rings (this replaces the effect of the same name)

- New menu system introduced, mainly for single-player content, but allows for general options to be changed.
* All the general settings have been put in here, allowing for a non-confusing way to change up the mod to your liking.
* Blacklist system has been overhauled and put into here, being called "Toggle Effects", which can affect your ring multiplier!
^ This will also show descriptions for the effects, giving you a brief glance at what they do.

- TKK specific changes:
* Icons have all been revamped, and are slightly bigger in size. They should be more legible, hopefully!
* A custom text renderer has been introduced (courtesy of l_fontlib.lua), just for a different font to be used, one custom-made for TKK and this mod.
* The HUD text system has been overhauled, looking a lot prettier with colored borders.
* The timer bar now accounts for your screen resolution, that is to say, it takes up the whole screen now.

- Tweaked certain effects:
* "Bouncy!" has the wall bouncing logic changed.
* "Rewind" now resets your camera, making it slightly less disorienting. I think.
* "Earthquake" utilizes the new 2.2.14 functions, now making it so not everyone gets the same effect, due to there being a radius and epicenter. This also means more than 1 person can have it applied at the same time.
* "Change Character" now actually chooses Sonic sometimes.
* "Nuke" has a much larger blast radius now, and comes with 0 risk of any shield shenanigans happening.
* "Give Good Stuff" now adds to the timers instead of just replacing them.
* "the pizza is aggressive" has had it's code ripped out and replaced; the short of it is, this will work much better now.
^ Also, the sounds have been upgraded to be a bit more audible.
* "Tiny" makes you a little bit less... little. Meant to make things a little more bearable. (sorry)
* "Change Sprite" now copies the roll and pitch of the player.
^ It also has a bunch of new sprites to choose from!
* "Random Music" now looks through all the maps to get all the music tracks. So, if you're on a custom level pack, music from those levels can be selected!
^ It's also been changed to no longer have the music get changed back to the normal music by things that would ordinarily restore the music (i.e. 1-up jingle, invincibility, etc.)
* "Black Hole" is now classified as a Universal Effect.
^ It also no longer attracts any solid objects if you're not in Amplified mode.
* "Negative Rings" is also now a Universal Effect.
^ Instead of how it worked before, random rings are now turned red, and those deplete your current ring count.

- General changed things:
* Effects are no longer preserved between levels.
^ Justification is that this just isn't really needed, and caused a lot more headaches programming-wise than it was worth.
* On top of having a settings menu in Chaos City, you have access to it via "SRB2CE". Use that instead of typing out confusing commands!
* The save system has been re-worked entirely; settings should now no longer cause "NetXCMD" issues if you were having them before.
* The rainbow timer bar now runs slower, and has a smoother transition when looping.

- There are enhancements exclusive for 2.2.14 (as stated above, this mod will work in 2.2.13):
* "Ghost" and "Invisible" use the alpha tag; ergo, player smoothly transitions to an invisible state.
* Text borders have proper transparency
* Earthquakes now have proper radiuses; not everyone will experience them now!

Future plans:
* Make "Toggle Effects" work for Universal Effects
* Give Fang a purpose besides just standing there.
* Add some new shop items.
* Expand Chaos City to have more stuff to do (mainly, let you enter the clock tower).
* Re-add missing effects and functions (such as "No Abilities", and "no incompatibilities" mode)
* Import some of the changes made to this back to Tails' Khaos Kontraption (and also fix the issues it has with SRB2Kart)
* And, of course, add more effects.


Here's the premiere for the trailer, set to be shown in a couple of days!


And here's the final bonus gif:

View attachment 150683
peak is almost here. Expect a 5 star review from me when it releases!
 

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