SRB2 : Project Junio

[Open Assets] SRB2 : Project Junio 1.0.0.0

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malom

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2023 Collaborator
malom submitted a new resource:

SRB2 : Project Junio - SRB2 with a different style of level design base on speed and reflex

Embark on a brand new adventure in the no_name zone . Explore a massive, interconnected hub world as you hunt for emblems, and unlock new zones.

Warning : this mod was made to be played on srb2 v2.2.13.
Please download the recommended version from this site .
Designed with OpenGL
This mod can help you if you have lags...

Read more about this resource...
 
So when I went to download the mod for both HD and SD It's called Projet Not Project.
And also the mod doesn't work for saves only no save.
 

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Because you are playing on 2.2.15 this mod is made for 2.2.13.
 

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So.... can someone tell me why this error appears when I start walking?
This is why the mod is stuck on 2.2.13.
If anyone knows how to fix it, I would appreciate some help.
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So when I went to download the mod for both HD and SD It's called Projet Not Project.
And also the mod doesn't work for saves only no save.
This is my mistake due to inattention for the name and for the save problem it only happen when you try to play on android (it wasn t made with that port in mind )
 
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This is why the mod is stuck on 2.2.13.
If anyone knows how to fix it, I would appreciate some help.
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This is my mistake due to inattention for the name and for the save problem it only happen when you try to play on android (it wasn t made with that port in mind )
Oh Alright cuz I only have android not PC but I will get a PC soon enough.
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So can the name issue be fixed or will it be fixed?
 
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This pack is quite interesting, it has few potential but theres tons of big places to go for and badniks are unnecesarly big and overboard that can go really frustrating, especially the red flies that can endlessly hunt you down. There is room for improvement and if i can help you, all i can do for you is the Music Optimazition and adjustments. I always focus on music and i dont wanna argue your selections but if i wanna hear a good music, im basicly the guy who can give you a little hand. You know where to find me and keep improving your work :)
 
Wait, why was sunset grove removed?
I don't think it's a good level. It's the first level I've done so compared to the other ones it's the weakest and probably where a lot of people will stop playing the mod
if it's not removed because it's frustrating.
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This pack is quite interesting, it has few potential but theres tons of big places to go for and badniks are unnecesarly big and overboard that can go really frustrating, especially the red flies that can endlessly hunt you down. There is room for improvement and if i can help you, all i can do for you is the Music Optimazition and adjustments. I always focus on music and i dont wanna argue your selections but if i wanna hear a good music, im basicly the guy who can give you a little hand. You know where to find me and keep improving your work :)
I would love to listen to your suggestions
 
I don't think it's a good level. It's the first level I've done so compared to the other ones it's the weakest and probably where a lot of people will stop playing the mod
if it's not removed because it's frustrating.
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I would love to listen to your suggestions
I dont intend to replace your music but my only suggestions is that you can use some music that is mostly known if is related to Sonic, like Sonic Before The Sequel, Sonic Frontiers, Sonic Time Twisted and some others, but like i said before, i can help you with the optimazition to prevent heavy use of MB. Also removing Sunset Grove might not be the best idea, its a good level in my opinion but maybe adjustments on Badnik placements could be much ideal and less placement closer to each other.
One thing i was thinking, since this pack is mainly focused on Junio Sonic, as a Multiplayer Player i suggest on locking all the main 6 characters so they are hidden and Junio Sonic is the only character to play as. Believe me i played this as Knuckles and seemed like a walk in the park as him even in a Level Design much stricted to ground characters.
 
So far, everything seems to check out well despite me only getting to the third zone so far.

Though the way the invisible walls are set up can get pretty jarring. The same set of vibrant textures and geometric details are used everywhere so there is nothing differentiating the playable area from what is out of bounds, places that look like they should be playable turn out to not be. The first two levels are pretty permissive in where you can go, until the third zone switches things up and the barriers are numerous to the point where navigation becomes tricky.

It was also at that point that I noticed there is nothing in Junio Sonic's code that allows taking into account that perhaps a rebound move should not happen on the invisible barriers. You can rebound in thin air as a result.
 
I don't think it's a good level. It's the first level I've done so compared to the other ones it's the weakest and probably where a lot of people will stop playing the mod
if it's not removed because it's frustrating.
Interesting take, I never really saw it as a low spot in the pack. I think it works in terms of cohesiveness. But of course, you know your own stuff better than I do. I personally would keep it and clean up the gameplay over time. I wouldn't be afraid to keep it in the pack though, it fits within the context of everything else.
 
Interesting take, I never really saw it as a low spot in the pack. I think it works in terms of cohesiveness. But of course, you know your own stuff better than I do. I personally would keep it and clean up the gameplay over time. I wouldn't be afraid to keep it in the pack though, it fits within the context of everything else.
oh I didn't get any positive feedback from this level in particular that's why I made this decision so if you say it has potential I might improve it
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So far, everything seems to check out well despite me only getting to the third zone so far.

Though the way the invisible walls are set up can get pretty jarring. The same set of vibrant textures and geometric details are used everywhere so there is nothing differentiating the playable area from what is out of bounds, places that look like they should be playable turn out to not be. The first two levels are pretty permissive in where you can go, until the third zone switches things up and the barriers are numerous to the point where navigation becomes tricky.

It was also at that point that I noticed there is nothing in Junio Sonic's code that allows taking into account that perhaps a rebound move should not happen on the invisible barriers. You can rebound in thin air as a result.
Good to know, I didn't think it could be a problem, it will be fixed in update 1.0.0.0.0.0.0.0
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I dont intend to replace your music but my only suggestions is that you can use some music that is mostly known if is related to Sonic, like Sonic Before The Sequel, Sonic Frontiers, Sonic Time Twisted and some others, but like i said before, i can help you with the optimazition to prevent heavy use of MB. Also removing Sunset Grove might not be the best idea, its a good level in my opinion but maybe adjustments on Badnik placements could be much ideal and less placement closer to each other.
One thing i was thinking, since this pack is mainly focused on Junio Sonic, as a Multiplayer Player i suggest on locking all the main 6 characters so they are hidden and Junio Sonic is the only character to play as. Believe me i played this as Knuckles and seemed like a walk in the park as him even in a Level Design much stricted to ground characters.
I don't know how to set this up if you know let me know
 
oh I didn't get any positive feedback from this level in particular that's why I made this decision so if you say it has potential I might improve it
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Good to know, I didn't think it could be a problem, it will be fixed in update 1.0.0.0.0.0.0.0
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I don't know how to set this up if you know let me know
Will be better if we settle things in Discord
 
oh I didn't get any positive feedback from this level in particular that's why I made this decision so if you say it has potential I might improve it
Oh it absolutely has a lot of potential! It's a very complete level, don't take a lot of criticism at face value, these ARE still levels that you have put hours of effort into. Make sure the criticism you listen to also falls in line with your own vision for the pack. Personally, I think you should re-add it, but that's up to you.
Critically analyze the level to see which parts are awkward to traverse, or consistently punish you in jank ways, and then tweak it, but you don't need to remake it or remove it I don't think.


I realized something in your pack btw. You might want to go over MOST of the level pack and give it the ramp sector effect.
1752015331222.png

Like, straight up selecting your whole level and doing this.

What this does is make slopes "stickier". If you've ever randomly flung off a slope, or slammed into a wall when you should be sent up, this will fix 90% of that. It also makes you run over bumps in the ground more easily. This will solve a lot of the issue of bumps and sector detail that randomly kill speed
 

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