Srb2kirbyo
Goes by Kirboy in netgames
I heard it was coming out when Srb2me is released,but Srb2me got delayed.
So did Srb2riders get delayed too?
So did Srb2riders get delayed too?
Chaos Zero 64 said:There are a total of 11 characters and 52 levels. 15 are Riders levels, 8 are Mario Kart levels, and 29 are Sonic R levels. I also modified the code so anyone can add their own levels to play with.
Un answered question.So when is this newer version out?
What's wrong with sky babylon?I also haven't bothered making Sky Babylon, the last Riders level. So story-wise, there's nothing new there. Just bots and better slopes.
Ouch, I hate bot crashes.Crashes happen more often than in SRB2JTE. There's even times when they crash a second before hitting the finish line after 3 laps. It's simply random, so it's better to help joiners avoid much pain.
Would that mean that the code would have to be remade due to the newer version of srb2?And yes, the next release is 1.09.4-based. I doubt AJ will lend the code unfinished, just so that I can port Riders in. Eventually, he will continue upgrading, while I would loose track of what's new in the latest code. He doesn't even show us the code anyway.
I hope that doesn't screw zoomtubes up!I'm only planning on adding them to Riders levels, besides STjr Carnival and Illusion. Mario Kart is easy enough to code, so I can add compatibility with Kart mode. Sonic R, in the other hand, would be way more complicated. They have to jump and spin to avoid obstacles, and the easiest thing to do would be to maybe add a new waypoint made for them to jump and spin. But I might not bother with that. I haven't even finished adding waypoints to the Riders levels, so doing anything besides that would just slow things down.
Thanks for clearing that up, I was curious if they would appear in those modes. Adding waypoints for Sonic R mode sounds too time-consuming to be worth the effort anyway, since the bots aren't stable enough for multiplayer, and there are more Sonic R Mode stages than Rider ones.Chaos Zero 64 said:I'm only planning on adding them to Riders levels, besides STjr Carnival and Illusion. Mario Kart is easy enough to code, so I can add compatibility with Kart mode. Sonic R, in the other hand, would be way more complicated. They have to jump and spin to avoid obstacles, and the easiest thing to do would be to maybe add a new waypoint made for them to jump and spin. But I might not bother with that. I haven't even finished adding waypoints to the Riders levels, so doing anything besides that would just slow things down.
More often and randomly than in JTE? O_o' Holy crap.Chaos Zero 64 said:Crashes happen more often than in SRB2JTE. There's even times when they crash a second before hitting the finish line after 3 laps. It's simply random, so it's better to help joiners avoid much pain.
What I meant was if you were simply waiting for SRB2ME's SAGE release and port the mod over to its source from there, since ME's release keeps getting closer now. Either way we have the answer, so thanks for clearing that up; I thought you may have delayed the next release because of this.Chaos Zero 64 said:And yes, the next release is 1.09.4-based. I doubt AJ will lend the code unfinished, just so that I can port Riders in. Eventually, he will continue upgrading, while I would loose track of what's new in the latest code. He doesn't even show us the code anyway.
I really want to release Riders before ME. One, ME will definitely steal my thunder. I was actually glad it got delayed. Otherwise, I would be stuck porting graphics and coding, while characters and levels are left undone.Dr.Pepper said:What I meant was if you were simply waiting for SRB2ME's SAGE release and port the mod over to its source from there, since ME's release keeps getting closer now. Either way we have the answer, so thanks for clearing that up; I thought you may have delayed the next release because of this.Chaos Zero 64 said:And yes, the next release is 1.09.4-based. I doubt AJ will lend the code unfinished, just so that I can port Riders in. Eventually, he will continue upgrading, while I would loose track of what's new in the latest code. He doesn't even show us the code anyway.
That's good news, I was wondering how progress on Wave is doing. I'm not a big Wave fan, but I really like MI's sprites that he posted earlier ITT. She'll be one of the first characters I try out in the next release. :PChaos Zero 64 said:At least you can all rest assured that Wave's walking sprites are done. I already gave her the extreme gear by her side. Hard part's done, now I need to do her running frames, tricks, kart sprites, and a few other stuff. I'll be lazy and make her float in the ground for her Sonic R running frames. Monster Iestyn should be glad that she's going to be in the next version.