SRB2 : Project Junio

[Open Assets] SRB2 : Project Junio 5.0

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Thank you very much for adding back the field emblems.
 
Will the new update affect the replays of record attack?
 
I don't know how to fix this sorry
Your speedrun of Sunset Grove was impressive, you took some skips that I hadn't thought of
 
I don't know how to fix this sorry
Your speedrun of Sunset Grove was impressive, you took some skips that I hadn't thought of
Thank you, and it's okay, just uploaded a faster run than the one I lost
 
Man these look like some cool updates. I'll have to check it out tomorrow, I spent all day playing Toree and now I need to go to bed.

I hope that Lagkiller edit doesn't cause any problems, it's been working well for me but it hasn't been tested that much (and probably isn't going to be officially published since it's only a couple lines different from the official one.) I think I saw someone on Discord say it likely wouldn't work right for multiplayer, but I'm not sure the original would either? And the original looks awful in stages this big.

For the record, the original Lagkiller script freezes everything farther than 3000 FU (I think that's the unit of measure here?) away from the player. In large levels where you generally want to have a draw distance closer to the 8000 range, this obviously looks bad.
My edit reads your current draw distance, and freezes everything 1000 FU beyond where you can see. Or 10,000 away if your draw distance is set to unlimited--I suppose it'd probably be better for it to just be disabled entirely for that setting, though.

You still see the occasional frozen things dropping into place if you are going very fast, but it's much less common and honestly at those speeds it almost feels like the whole "going faster in Sonic 2 than objects get spawned in" glitch, which is kinda cool.
 
Man these look like some cool updates. I'll have to check it out tomorrow, I spent all day playing Toree and now I need to go to bed.

I hope that Lagkiller edit doesn't cause any problems, it's been working well for me but it hasn't been tested that much (and probably isn't going to be officially published since it's only a couple lines different from the official one.) I think I saw someone on Discord say it likely wouldn't work right for multiplayer, but I'm not sure the original would either? And the original looks awful in stages this big.

For the record, the original Lagkiller script freezes everything farther than 3000 FU (I think that's the unit of measure here?) away from the player. In large levels where you generally want to have a draw distance closer to the 8000 range, this obviously looks bad.
My edit reads your current draw distance, and freezes everything 1000 FU beyond where you can see. Or 10,000 away if your draw distance is set to unlimited--I suppose it'd probably be better for it to just be disabled entirely for that setting, though.

You still see the occasional frozen things dropping into place if you are going very fast, but it's much less common and honestly at those speeds it almost feels like the whole "going faster in Sonic 2 than objects get spawned in" glitch, which is kinda cool.
Most of the time it works really well except for a certain moment towards the end of the map where the enemies are brain dead and no longer move.
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but now at least it s playable for mid and low end
 
Seems like a good update after one quick full vanilla playthrough. One minor complaint is that (perhaps because of the Emblem Hunt mode by default?), lives aren't visible even though the mechanic is still present. (I'm rusty so I got a game over, it's a hard level pack, not a complaint it's one of the few hard level packs to also have good flow). Not sure how to get around that or what would be a good solution--maybe there's a way to show lives? Unlimited lives is an option, but that takes away the joy of getting extra lives.

I wanna give a special "wow" to Stormspire Heights. You somehow fixed the framerate issues, while keeping the big impressive setpieces that were destroying framerates. I know removing so much of the stage probably sucked, but I think you did a good job keeping the highlights, which is especially impressive since I could have sworn those highlights were the problem areas.

Will definitely check out the update more, mind you, but that's what I've got to say after one runthrough.

--edit
Oh right one other note, I didn't notice the ranking system? Did you add the mod, or just compatibility? Compatibility instead of the mod itself is fine, possibly the better option just in case it conflicts with something else, but the description makes it sound like it's included.
 
Seems like a good update after one quick full vanilla playthrough. One minor complaint is that (perhaps because of the Emblem Hunt mode by default?), lives aren't visible even though the mechanic is still present. (I'm rusty so I got a game over, it's a hard level pack, not a complaint it's one of the few hard level packs to also have good flow). Not sure how to get around that or what would be a good solution--maybe there's a way to show lives? Unlimited lives is an option, but that takes away the joy of getting extra lives.

I wanna give a special "wow" to Stormspire Heights. You somehow fixed the framerate issues, while keeping the big impressive setpieces that were destroying framerates. I know removing so much of the stage probably sucked, but I think you did a good job keeping the highlights, which is especially impressive since I could have sworn those highlights were the problem areas.

Will definitely check out the update more, mind you, but that's what I've got to say after one runthrough.

--edit
Oh right one other note, I didn't notice the ranking system? Did you add the mod, or just compatibility? Compatibility instead of the mod itself is fine, possibly the better option just in case it conflicts with something else, but the description makes it sound like it's included.
life being invisible i totally overlook that , it wasn't supposed to happen.
your rank is beside the "Act"
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It's fix for the life not displaying , I'm waiting to have a lot more bugs to do an update
 

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This mod is incredible! Your level design skills are very impressive, it amazes me how deep each stage is both in exploration and speed. I haven't unlocked everything yet and I plan to give a more thorough review, but I had to come here just to say that this is the best mod I've played so far for SRB2.

Just one thing that bothers me a little is that the rails stop all of your built up momentum. This is disappointing considering all of the cool stuff that would be possible with rails but I am disencouraged to ever interact with them because I'll have to rebuild all of my speed afterwards.
 
Hey mate, just so you know I think you forgot to put the version suffix at the end of your add-on? It's a bit hard to tell if your pack has ever been updated and it would make hosting with the add-on a little confusing since SRB2 will try to load anything named that and just cause the game to crash if they don't match.

NBD right now, just make sure whenever your next update is done that it has the suffix. :sadthumbsup:
 
Hey how do you get the chaos emeralds? I've completed the challenge zone tried getting the emeralds but they just disappear as soon as I get the next one
 
Hey how do you get the chaos emeralds? I've completed the challenge zone tried getting the emeralds but they just disappear as soon as I get the next one
It's a bug , the emeralds aren't saved when exiting the level. I'll fix it in the next update.
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would you release this mod's version of junio sonic as an individual character mod?
yeah in the next update
 
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malom updated SRB2 : Project Junio with a new update entry:

Final Fix // Update

Hello, before we begin, I want to thank everyone who will be playing this update, which marks the end of development for Srb2 Project Junio.

Two years of developing a project with a lot of ambition
that statement didn't age well
but I was able to do almost everything I wanted in terms of level design, which is already quite something. A special thank to Monowave, who...

Read the rest of this update entry...
 

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