SRB2 Develelopment Tidbits, Hijinks

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Jazz

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I was supposed to get this done and posted about a month ago. Final exams, laziness and preoccupation with my brand new computer kept me firmly sidetracked. With the aforementioned problems solved, here goes:

I have been given permission to post videos on my YouTube account containing stuff that either myself or others has done in the process of working on SRB2. You can consider this like the White Glove diaries, only in video form and may or may not have commentary. I will be posting new videos periodically and will probably post more detailed descriptions in this topic as necessary. So, before the good ol' links, there are a few considerations I'd like you all to be aware of:

1. I will not post level spoilers of any kind unless the rest of the development team specifically asks me to. If you are looking for a Dark City Zone preview, I'm not the one who is going to give it to you.
2. I will answer as many questions as I can about the videos, concepts and code in the videos to the best of my ability. I've been working on SRB2 for nearly a year as of this post, but I do not pretend to know everything there is to know.
3. I will not take requests, nor will I code your EXE mod for you, nor any combination of the two. I have better things to do with my time.
4. I am doing this because when I was not a member of the SRB2 development team, I wished someone would do something like this. Reading the White Glove diaries was really cool. If this effort is half as good, I'll consider it a success.
5. Most Importantly: Not all of these videos are going to show features that are actually going to make it into SRB2. Read it again folks: Not all of these videos are going to show features that are actually going to make it into SRB2. A number of these videos are going to be for entertainment purposes only. Do not assume that everything in these videos is in or will be in a future version of SRB2. Especially before you complain about how much you won't like "X feature."

Videos:

http://www.youtube.com/watch?v=oRG0pxd_5cw

This one shows the result of jacking up the bounce ring's speed and time before they vanish. I was looking into why they would disappear after three bounces. I found and fixed the problem, but filling the conveyor room in Noxious Factory with faster bounce rings was too fun to pass up.

http://www.youtube.com/watch?v=-ilG6D9PtqA

This one shows some screwing around with the explosion ring to make it knock the player who threw it away from the explosion. For those of you who have played Quake or Team Fortress, you will know this as "rocket jumping" only in SRB2's case, the cheap knock-off: "explosion hopping."

http://www.youtube.com/watch?v=9KuuVYfwDhg

This one shows some interesting side effects of my first attempt at getting OpenGL polyobjects to render. It also shows the ERZ2 fan polyobjects fully functional in OpenGL. No, OpenGL is still unsupported, kthxbye.

http://www.youtube.com/watch?v=e1atawFSiGo

This one shows some screwing around with SRB2's palette. When Shadowhog made the first one and it circulated around #dev I thought it was pretty nifty. I later made a monochrome palette replacement as well. Both his EGA palette and my monochrome palette replacements are featured in this short video.
 
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...Why is the Explosion Hop not a soccable thing? I'd LOVE to see an enemy fire a projectile that sent you in the air like that.
 
Maybe a tripmine object in a custom level that didn't hurt, but made you do that "explosion hop" thing? Yeah. Soccable is a do want.
 
Oh, but I think it IS soccable. After firing an explosion ring, change its target to a non-player.
 
http://www.youtube.com/watch?v=-ilG6D9PtqA

This one shows some screwing around with the explosion ring to make it knock the player who threw it away from the explosion. For those of you who have played Quake or Team Fortress, you will know this as "rocket jumping" only in SRB2's case, the cheap knock-off: "explosion hopping."
This is actually pretty neat, but the giant boost to your momentum coupled with SRB2's low gravity really breaks it.

Have you tried lowering the force just a tad, and maybe activate roll+jump so the player can't easily parkour all around?
 
I have reduced the force by a slight degree, but I have yet to try that. Now that I think of it, you're right. Air strafing looks too easy in the video, because it is too easy in the video.
 
Updated with palette replacement funzies. Semi-filler. Hopefully get something significant done soon.
 
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