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SRB2 v2.0 in 2.2

Re_

Member
Hello, I am currently working on a mod that ports every 2.0 map into 2.2 with the intent of being as accurate as I can. If you are wondering what the "A" means in the prefix, that's just how I notate indev builds. This forums page will not be updated often, so if you want the latest builds, make sure to join the playtesting server in multiplayer. Also, please, tell me any issues you find with this mod by responding here, the server has issues with just not telling me stuff.

Download the mod here.
It's not attached on this page, because the file was too big.

Features:
  • All 40/40 emblems are obtainable, although 1 is bugged.
  • All three legacy characters are also been ported for this mod, with their S_SKIN stats pasted in from 2.0, and I even kept in the coloring issues. The emblems are also only obtainable as these characters.
  • The CVAR "ME_STRAFEJUMPING" controls whether you want 2.2 jump physics, true for if you do, false if you want the 2.0 physics. (This is not fully accurate yet)
  • This isn't just the single player stages, every mode is supported, even competition for the 2 competition fans.
  • The SRB1 stages, Mario Koopa Blast, and Spring Hill, are all included with their original unlock requirements.
  • Blue Mountain Zone and Dark City Zone are obtainable as unlocks for all 40 emblems.

Known issues:
  • The special stage timer does not decrease while taking damage, well, it does, just not the one on the HUD.
  • The 23 minutes emblem is bugged and will unlock after you relaunch the game. This seems to be an SRB2 bug.
  • The SRB1 remake crashes dedicated servers.
  • The skybox does not scroll. I want to make it scroll like 2.0, but am unaware of how to do this.
  • The DSZ boss doesn't spawn the propeller, very minor, but it's an issue I'm aware of.
  • The credits don't sync in dedicated servers. This seems to be an SRB2 bug.
  • The intro does not animate, I would love to make it animate, but this seems to be impossible in SOC cutscenes, you can't even make a bunch of scenes with a 1 tic duration, as there is an 8 scene limit.

srb20135.png
srb20136.png

srb20137.png
srb20138.png

srb20139.png
srb20140.png

srb20141.png
srb20143.png

srb20145.png
srb20146.png


Credits:

Most object SOC and Lua from SRB2 The Past
Thanks to Rebony for telling me how to fix the cactuses.
Thanks to Thokk for digging up some scripts from his addons folder.
Thanks to Astro for telling me a lot of stuff I need to fix.
2.0 HUD is a modified version of:
L_Legacy.pk3 by sdas8133 and survival46
Player Lua scripts from:
2.0 Knuckles gliding physics by JoJo.
All Assets and Maps by STJr.

Everything else is by Re (I hope I didn't get this wrong)


Playtesters:

Geroninope
Re
You
and all 300-ish people that joined the playtesting server so far.
 
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Hey! I've playtested this on the public server before, and I've sent in a few reports, but nobody was online so I don't know if anyone's seen them. I'll post them here along with a few other things I've noticed.

Major bugs:
  • Knuckles can't clear DSZ2. When you reach the underwater current section, his jump height isn't enough to clear the first barrier. Maybe if you did a super precise jump you could clear it, but this isn't ideal. This applies to vanilla Knux and the 2.0 version included in the mod. If you take the left path, he can't clear the spikes either, so please make sure if you adjust the map that he's able to clear all routes! Further levels in the pack haven't been tested as to whether Knux can clear them or not, just that he can get his emblems.
  • Some zones in the SRB1 remake spawn you at incorrect coordinates. The most egregious example of this is Void Zone, which spawns you directly above a badnik. If you don't immediately move to the right on spawning, you will die. Other levels have this bug but it isn't as serious, such as Robotopolis Zone Act 1 or Great Unknown Zone. Further playtesting may be needed.
Minor bugs:
  • Speaking of Robotopolis, the zone has a strange visual bug involving this glass texture overlaying a good chunk of the level. Very distracting, I don't think this was a part of the original map.
  • In Record Attack, score monitors are glitched. They flicker between a 2.0 monitor and the vanilla score monitor rapidly, appearing very bugged.
  • Life monitors aren't aligned when you break them as 2.0 chars. To be specific, the icon seems to be incorrectly using the 2.2 borders, causing it to be misaligned.
  • In ACZ1, you can see a part of the level at the very beginning that you're not supposed to. This may confuse new players who attempt to go to this part of the level, only to be stopped by an invisible wall into a death pit.
  • Not a bug, but the Sound Test contains a few mistakes. First of all, Void Zone's track is from 3D Blast on Genesis/Mega Drive, and Spring Hill Zone's track is from NiGHTS Into Dreams. Also, the track "?????" after DCZ1 in the sound test used for Tunes 20 could use with appearing more obvious, as it may be confusing for players who think the track is locked. Perhaps naming it "Space Countdown" would be better?
  • The game seemingly doesn't save between zones. After clearing GFZ and quitting out, my progress was reset as if I hadn't even cleared GFZ1, along with all my Emeralds disappearing. Cleared game saves do save, however.
  • The mace on the lower path of CEZ2 seems to be swinging the wrong way. I haven't played 2.0 in a long time so I don't know if this is accurate, but it's swinging vertically when it should be swinging horizontally.
  • At the end of RVZ1, the console spits out the following error: WARNING: constant "MM5" could not be parsed.
There may be more bugs, but I either can't remember them, or they may have already been fixed in more recent builds. The progress on this project has been quite impressive! Since playing SRB2 The Past, I've really wanted to see campaign versions of 2.0 or earlier SRB2 versions, and this scratches that itch. I've been able to get all 40 Emblems along with all Emeralds and Secrets. Thanks for building this out, and I look forward to future versions of this project!
 
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Hey! I've playtested this on the public server before, and I've sent in a few reports, but nobody was online so I don't know if anyone's seen them. I'll post them here along with a few other things I've noticed.

Major bugs:
  • Knuckles can't clear DSZ2. When you reach the underwater current section, his jump height isn't enough to clear the first barrier. Maybe if you did a super precise jump you could clear it, but this isn't ideal. This applies to vanilla Knux and the 2.0 version included in the mod. If you take the left path, he can't clear the spikes either, so please make sure if you adjust the map that he's able to clear all routes! Further levels in the pack haven't been tested as to whether Knux can clear them or not, just that he can get his emblems.
  • Some zones in the SRB1 remake spawn you at incorrect coordinates. The most egregious example of this is Void Zone, which spawns you directly above a badnik. If you don't immediately move to the right on spawning, you will die. Other levels have this bug but it isn't as serious, such as Robotopolis Zone Act 1 or Great Unknown Zone. Further playtesting may be needed.
Minor bugs:
  • Speaking of Robotopolis, the zone has a strange visual bug involving this glass texture overlaying a good chunk of the level. Very distracting, I don't think this was a part of the original map.
  • In Record Attack, score monitors are glitched. They flicker between a 2.0 monitor and the vanilla score monitor rapidly, appearing very bugged.
  • Life monitors aren't aligned when you break them as 2.0 chars. To be specific, the icon seems to be incorrectly using the 2.2 borders, causing it to be misaligned.
  • In ACZ1, you can see a part of the level at the very beginning that you're not supposed to. This may confuse new players who attempt to go to this part of the level, only to be stopped by an invisible wall into a death pit.
  • Not a bug, but the Sound Test contains a few mistakes. First of all, Void Zone's track is from 3D Blast on Genesis/Mega Drive, and Spring Hill Zone's track is from NiGHTS Into Dreams. Also, the track "?????" after DCZ1 in the sound test used for Tunes 20 could use with appearing more obvious, as it may be confusing for players who think the track is locked. Perhaps naming it "Space Countdown" would be better?
  • The game seemingly doesn't save between zones. After clearing GFZ and quitting out, my progress was reset as if I hadn't even cleared GFZ1, along with all my Emeralds disappearing. Cleared game saves do save, however.
  • The mace on the lower path of CEZ2 seems to be swinging the wrong way. I haven't played 2.0 in a long time so I don't know if this is accurate, but it's swinging vertically when it should be swinging horizontally.
  • At the end of RVZ1, the console spits out the following error: WARNING: constant "MM5" could not be parsed.
There may be more bugs, but I either can't remember them, or they may have already been fixed in more recent builds. The progress on this project has been quite impressive! Since playing SRB2 The Past, I've really wanted to see campaign versions of 2.0 or earlier SRB2 versions, and this scratches that itch. I've been able to get all 40 Emblems along with all Emeralds and Secrets. Thanks for building this out, and I look forward to future versions of this project!
I went ahead and fixed most of these for v052925 and I'm also gonna give some responses.
  • Knuckles can now clear DSZ2, this was done by adding some blue springs that despawn as any character not Knuckles or 2.0 Knuckles
  • I fixed the spawnpoints for the SRB1 maps listed, if you know of any more I'd appreciate it if you said some.

  • This visual bug is normal actually, I watched a gameplay video and the glass is there.
  • The record attack monitors are now just a generic gray one, I genuinely forgot score monitors existed to be honest.
  • I fixed this by simply removing the border.
  • This was fixed, the old version did have a thok barrier there, it just didn't work.
  • Thank you for telling me what those songs are, when I was filling out the sound test, I just went of of the songs metadata, those 2 didn't have any and I couldn't recognize them because I haven't played NiGHTS or Sonic 3D Blast. Also, I renamed the "??" one to "Ambience"
  • This has been fixed, it now saves at the start of every zone. Apparently 2.0 didn't need a "SAVEGAME = TRUE" in the level header to save progress. The thing about it saving cleared files is vanilla behavior.
  • You were correct, it was spinning the wrong way, this has been fixed.
  • I've tried fixing this, but couldn't. This seems to be an issue with custom multi-patch textures, as I've had issues with GFZROCK as well, but the texture itself looks fine so I'm not quite sure of that.
Thank you very much for typing all of this out!
 
I went ahead and fixed most of these for v052925 and I'm also gonna give some responses.
  • Knuckles can now clear DSZ2, this was done by adding some blue springs that despawn as any character not Knuckles or 2.0 Knuckles
  • I fixed the spawnpoints for the SRB1 maps listed, if you know of any more I'd appreciate it if you said some.

  • This visual bug is normal actually, I watched a gameplay video and the glass is there.
  • The record attack monitors are now just a generic gray one, I genuinely forgot score monitors existed to be honest.
  • I fixed this by simply removing the border.
  • This was fixed, the old version did have a thok barrier there, it just didn't work.
  • Thank you for telling me what those songs are, when I was filling out the sound test, I just went of of the songs metadata, those 2 didn't have any and I couldn't recognize them because I haven't played NiGHTS or Sonic 3D Blast. Also, I renamed the "??" one to "Ambience"
  • This has been fixed, it now saves at the start of every zone. Apparently 2.0 didn't need a "SAVEGAME = TRUE" in the level header to save progress. The thing about it saving cleared files is vanilla behavior.
  • You were correct, it was spinning the wrong way, this has been fixed.
  • I've tried fixing this, but couldn't. This seems to be an issue with custom multi-patch textures, as I've had issues with GFZROCK as well, but the texture itself looks fine so I'm not quite sure of that.
Thank you very much for typing all of this out!
Thanks for addressing some of those issues. Interesting about the Robotopolis glass, I must've forgotten how it looked in 2.0. Here are some other zones with incorrect spawn coordinates, most of them just spawning you slightly above your normal start position:
  • Lake Act 2
  • Ice Palace Act 2
  • Volcano Act 2 (very slight)
  • Sky Lab Act 2
  • Mechanical Madness Act 2
Additionally, this may be an oversight, but in earlier builds I was able to unlock SRB1 Level Select through an unintended method. When you load a cleared save, your level select lets you pick both main campaign levels and all SRB1 levels, even ones you haven't yet cleared. Note that the Level Select accessible from the Extras menu doesn't have this issue. This lets you skip straight to Hidden Palace, clear it, and unlock the SRB1 Level Select secret without having to clear most stages. I'll do another run as Knux on the fixed version soon to see if the other stages work with him, as I've only gone so far as to collect his emblems.

Oh, and by the way, the "ambience" track is originally from MDK2. The "It's Over" speech is actually a direct parody of a speech in that game too lol
 
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Thanks for addressing some of those issues. Interesting about the Robotopolis glass, I must've forgotten how it looked in 2.0. Here are some other zones with incorrect spawn coordinates, most of them just spawning you slightly above your normal start position:
  • Lake Act 2
  • Ice Palace Act 2
  • Volcano Act 2 (very slight)
  • Sky Lab Act 2
  • Mechanical Madness Act 2
Additionally, this may be an oversight, but in earlier builds I was able to unlock SRB1 Level Select through an unintended method. When you load a cleared save, your level select lets you pick both main campaign levels and all SRB1 levels, even ones you haven't yet cleared. Note that the Level Select accessible from the Extras menu doesn't have this issue. This lets you skip straight to Hidden Palace, clear it, and unlock the SRB1 Level Select secret without having to clear most stages. I'll do another run as Knux on the fixed version soon to see if the other stages work with him, as I've only gone so far as to collect his emblems.

Oh, and by the way, the "ambience" track is originally from MDK2. The "It's Over" speech is actually a direct parody of a speech in that game too lol
I have just now fixed these as well.

This other issue should have been fixed a while ago. The wiki says completed saves only show levels with the parameter "LEVELSELECT = 1", which only the campaign stages have, all of the SRB1 maps have "LEVELSELECT = 2".

EDIT: I just tested myself, yes you are correct, the SRB1 maps do show in the save file level select. I am unaware of how to fix this.
Post automatically merged:


EDIT: This is an automerge moment, these posts are unrelated.

I've added a new unlockable map, Dark City Zone. It has the same unlock requirements as Blue Mountain. I replaced all the missing textures with the Zone Builder missing texture icon for 2 reasons, if I leave them with no textures they don't show up the same way as 2.0 (even in software mode), and setting the textures to REDWALL or ~035 doesn't look right, so I thought this was a good compromise. It'll be in builds v052925 and up, but even if you don't care about DCZ, I'd recommend it anyway because it has bugfixes for almost all of the things InsaneEnergy pointed out.

 
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Nice to see the thread's back. Got 2 more very minor things, first of all, I noticed that when picking a co-op map in multiplayer, you can select DCZ1. This is probably a mistake, as DCZ1 is (intentionally) unbeatable, and BMZ2 isn't selectable in co-op. Also, one more minor fix for the Sound Test, Malcolm Brown's name is incorrectly spelled "Macolm Brown" in all tracks attributed to him. Thanks for the quick responsiveness to feedback so far!

EDIT: The blue spring fix on the left path as Knux doesn't work: It launches you into the spikes on the ceiling. The RVZ1 lava fix does work, but I notice that the fog-like effect over the lava in that room is broken now. Another bug I noticed is on ERZ1's right path, when you reach the 2D section, the spikes are misplaced and hover above the ground.

EDIT 2: Here's a weird visual bug in DSZ2. These red springs have 2.2 blue springs flashing over top of them.
srb20018.png

The door at the end of CEZ1 is also broken.
srb20019.png

Found some more incorrectly spinning spike chains at the end of CEZ2 on the lower path.
srb20020.png
 
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Nice to see the thread's back. Got 2 more very minor things, first of all, I noticed that when picking a co-op map in multiplayer, you can select DCZ1. This is probably a mistake, as DCZ1 is (intentionally) unbeatable, and BMZ2 isn't selectable in co-op. Also, one more minor fix for the Sound Test, Malcolm Brown's name is incorrectly spelled "Macolm Brown" in all tracks attributed to him. Thanks for the quick responsiveness to feedback so far!

EDIT: The blue spring fix on the left path as Knux doesn't work: It launches you into the spikes on the ceiling. The RVZ1 lava fix does work, but I notice that the fog-like effect over the lava in that room is broken now. Another bug I noticed is on ERZ1's right path, when you reach the 2D section, the spikes are misplaced and hover above the ground.

EDIT 2: Here's a weird visual bug in DSZ2. These red springs have 2.2 blue springs flashing over top of them. View attachment 166585
The door at the end of CEZ1 is also broken.
View attachment 166586
Found some more incorrectly spinning spike chains at the end of CEZ2 on the lower path.
View attachment 166587
I have now fixed all of these for v053125.
  • I forgot to put a "HIDDEN = 1" in DCZ1's header, so it showed up there
  • Malcolm Brown's name is now properly spelled:
srb20149.png

  • I fixed these blue springs by moving them farther back.
  • I had to revert RVZ1 back to its v052925 map, then redo the lava fix to make the fog work. I'm not sure why it broke before, but it's fixed now so who cares.
  • I forgot to change the ERZ1 spikes into the fake spike object I made.
  • All of the map issues you brought up are now fixed.
  • I also removed the drop shadows, you didn't mention it, but I wanted to say I did that.
Thanks again for typing out more issues.
Post automatically merged:


EDIT: grr automerge

Quick announcement, the 2.0 dedicated server will be shut down on June 2 at 12:00 PM EDT due to 3 main reasons.

  1. There has been an extreme lack of players on the server recently.
  2. This project is nearing a state where it'd be ok to release it, that is, unless someone finds a very big issue that I'd have to fix.
  3. I really wanna be able to shut off my PC again, it's been being on for 3 days straight at a time.

Thank you for joining, was a blast playing with you guys!
 
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Had a thought about how to fix the SRB1 remake showing up on a cleared file's level select: MKB and NAGZ don't show up, so maybe something in their level headers need to be applied to SRB1's levels? EDIT: Tried tinkering with the level headers myself, didn't help. Don't know how you could fix this without breaking SRB1 Level Select which kinda defeats the whole purpose. I guess it doesn't matter much anyways :P

Additionally, thanks for implementing my fixes. However, DSZ2 still has 2.2 blue springs on the other side clipping into the red springs:
srb20022.png

Also, the ERZ1 spikes haven't been realigned yet, though I assume this is planned, it just has yet to be fixed in the latest build.

As well as this, I did a runthrough of the SRB1 remake and all MP levels to find if there were any issues. Here's what I found:
  • Mechanical Madness 1 seems to have a nasty habit of crushing you at the end unless you spindash through. No clue if this is a bug with the original map or not, but it can be annoying.
  • Robo Base's switches don't move down when jumped on, unlike every other switch in the SRB1 remake.
I also noticed another 2.2 blue spring on Warped Woods Zone (Circuit).
srb20023.png

The only other multiplayer map I noticed with issues is Nimbus Ruins Zone, whose spawn coordinates are off, spawning you in the sky a la the SRB1 levels you fixed. I assume the same solution is needed here for player spawns. Sad to see the server go, had a fun time, even if I was on 200+ ping from my Australian internet :P Looking forward to seeing the full release though!

EDIT: Here's two more problems in DSZ2. First off, I don't know if this was a flaw in the original map, but the outdoor section with the water ramp has some flickering around the walls as seen in this GIF:

srb20000.gif

Second, this ramp doesn't launch you far enough, which is ok as Tails or Knuckles who can bypass this, but as Sonic, you'll simply be launched off to your death. A well timed jump thok *can* clear this part, but it's very finicky. Below is an example of this bug.
srb20001.gif
 
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Had a thought about how to fix the SRB1 remake showing up on a cleared file's level select: MKB and NAGZ don't show up, so maybe something in their level headers need to be applied to SRB1's levels? EDIT: Tried tinkering with the level headers myself, didn't help. Don't know how you could fix this without breaking SRB1 Level Select which kinda defeats the whole purpose. I guess it doesn't matter much anyways :P

Additionally, thanks for implementing my fixes. However, DSZ2 still has 2.2 blue springs on the other side clipping into the red springs:
View attachment 166705
Also, the ERZ1 spikes haven't been realigned yet, though I assume this is planned, it just has yet to be fixed in the latest build.

As well as this, I did a runthrough of the SRB1 remake and all MP levels to find if there were any issues. Here's what I found:
  • Mechanical Madness 1 seems to have a nasty habit of crushing you at the end unless you spindash through. No clue if this is a bug with the original map or not, but it can be annoying.
  • Robo Base's switches don't move down when jumped on, unlike every other switch in the SRB1 remake.
I also noticed another 2.2 blue spring on Warped Woods Zone (Circuit).
View attachment 166706
The only other multiplayer map I noticed with issues is Nimbus Ruins Zone, whose spawn coordinates are off, spawning you in the sky a la the SRB1 levels you fixed. I assume the same solution is needed here for player spawns. Sad to see the server go, had a fun time, even if I was on 200+ ping from my Australian internet :P Looking forward to seeing the full release though!

EDIT: Here's two more problems in DSZ2. First off, I don't know if this was a flaw in the original map, but the outdoor section with the water ramp has some flickering around the walls as seen in this GIF:

View attachment 166707
Second, this ramp doesn't launch you far enough, which is ok as Tails or Knuckles who can bypass this, but as Sonic, you'll simply be launched off to your death. A well timed jump thok *can* clear this part, but it's very finicky. Below is an example of this bug.
View attachment 166708
Thanks again for pointing out more issues, these should all be fixed for v060125.

Edit: I forgot to say why I didn't give responses like I normally do, It's because all of these fixes were "I changed this thing type." or "I modified 1 linedef."
 
Thanks again for pointing out more issues, these should all be fixed for v060125.

Edit: I forgot to say why I didn't give responses like I normally do, It's because all of these fixes were "I changed this thing type." or "I modified 1 linedef."
Can confirm all these fixes work as intended. Mechanical Madness 1 still seems to crush you, but I got through without needing a spindash this time, so I think it's as good as it can get. Aside from some very minor bugs or texture snafus I think that it certainly is, as they say, over. Once again, looking forward to the official release!
Post automatically merged:

I know this post'll get merged, but I thought of a few more text changes for the Sound Test and Emblem Hints, mainly just to satisfy the grammar nerd in me. First of all, a certain name on the credits track is attributed to "Arthur", but the name in every other sound test listing is "A.J.". Just something to consider. Also, two things about the track "Red Volcano (Gitaur)" is to change the spelling to "Guitar", and also that the () symbols don't show up in the sound test title bar, so consider renaming it to Remix like the other Shane Strife mixes in the Sound Test, or removing the () symbols.

Next I'd like to go into some minor Emblem Hints changes. This might get long, so I'll make a table for it. On the left will be the old line, and on the right the correction. I'll bold what I've changed.
A near by cave overlooks the lake. Look inside.A nearby cave overlooks the lake. Look inside.
High a top a big pipe. Keep the elements with you and throw yourself high.High atop a big pipe. Keep the elements with you and throw yourself high.
A dangerous Path with tracking bombs. Check your points, go down the falls, and go against the flow.A dangerous path with tracking bombs. Check your points, go down the falls, and go against the flow.
A Dragon looks away from the hidden crushers. Gargoyles stand by waiting to help.A dragon looks away from the hidden crushers. Gargoyles stand by waiting to help.
at the swinging chain hallway, look behind you and throw.At the swinging chain hallway, look behind you and throw.
A plateu that's easy to miss. Surrounded by stairs and snapping turtles.A plateau that's easy to miss. Surrounded by stairs and snapping turtles.
A lake of magma ebbs and flows unendingly. A Ledge above is where you'll find it.A lake of magma ebbs and flows unendingly. A ledge above is where you'll find it.
A river of Lava comes before it. Look to the ceiling and look behind you as you leave.A river of lava comes before it. Look to the ceiling behind you as you leave.
A Moving platform takes you close. A falling one even closer,\\or your death.A moving platform takes you close. A falling one even closer,\\or your death.
A lava-fall hides the cave. A lap may give you protection.\\Wait! There are ruins on this rock?!A lavafall hides the cave. A lap may give you protection.\\Wait! There are ruins on this rock?!
 
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I know this post'll get merged, but I thought of a few more text changes for the Sound Test and Emblem Hints, mainly just to satisfy the grammar nerd in me. First of all, a certain name on the credits track is attributed to "Arthur", but the name in every other sound test listing is "A.J.". Just something to consider. Also, two things about the track "Red Volcano (Gitaur)" is to change the spelling to "Guitar", and also that the () symbols don't show up in the sound test title bar, so consider renaming it to Remix like the other Shane Strife mixes in the Sound Test, or removing the () symbols.

Next I'd like to go into some minor Emblem Hints changes. This might get long, so I'll make a table for it. On the left will be the old line, and on the right the correction. I'll bold what I've changed.
A near by cave overlooks the lake. Look inside.A nearby cave overlooks the lake. Look inside.
High a top a big pipe. Keep the elements with you and throw yourself high.High atop a big pipe. Keep the elements with you and throw yourself high.
A dangerous Path with tracking bombs. Check your points, go down the falls, and go against the flow.A dangerous path with tracking bombs. Check your points, go down the falls, and go against the flow.
A Dragon looks away from the hidden crushers. Gargoyles stand by waiting to help.A dragon looks away from the hidden crushers. Gargoyles stand by waiting to help.
at the swinging chain hallway, look behind you and throw.At the swinging chain hallway, look behind you and throw.
A plateu that's easy to miss. Surrounded by stairs and snapping turtles.A plateau that's easy to miss. Surrounded by stairs and snapping turtles.
A lake of magma ebbs and flows unendingly. A Ledge above is where you'll find it.A lake of magma ebbs and flows unendingly. A ledge above is where you'll find it.
A river of Lava comes before it. Look to the ceiling and look behind you as you leave.A river of lava comes before it. Look to the ceiling behind you as you leave.
A Moving platform takes you close. A falling one even closer,\\or your death.A moving platform takes you close. A falling one even closer,\\or your death.
A lava-fall hides the cave. A lap may give you protection.\\Wait! There are ruins on this rock?!A lavafall hides the cave. A lap may give you protection.\\Wait! There are ruins on this rock?!
I have now fixed 2/3 of these.
  • I don't know if Arthur Freda and A.J. Freda are different people, so I didn't fix this one.
  • I thought that was how guitar was spelled, guess not.
  • I didn't actually make the emblem hints, they are taken from SRB2 The Past (and I'm just realizing as I'm typing this that I forgot to credit them for that, oops), as 2.0 didn't have emblem hints. I never bothered fixing the typos though.
Post automatically merged:

This will get auto-merged but I'd like to show changes to the SRB1 level select that will fix the maps showing on completed save files.
The SRB1 level select has been now turned into a custom SRB1 themed menu!
srb20054.gif


The other options work too.
srb20055.gif


(Don't worry about the title card showing, that will be fixed.)
 
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This will get automerged, but I have a major announcement for this project, the first release is now finished, it's currently going through approval right now actually.

I now also have a trailer, I've learned my lesson on putting anything not a picture here and this thread getting nuked. So instead of linking it directly here, I've put the link in the 2.0 builds folder I linked in the lead post.
 
Just so you know, the link in the google drive is incomplete, you need to add "watch?v=" after the slash to make it work. Cool new menu though! Hadn't seen that yet because the attachments were blocked while waiting for approval.
 

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