STH360 (50 % done) continues elsewhere

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Angelus_the_echidna said:
And what happened to all the music?? I couldn't hear it *sobs*
the music should be there. Or I think you havent added the Sth360music wad

sonic260 said:
Found a glitch, after getting to the end of W/O speed run zone, I got a Invalid map 4 to 4000 or something along those lines
That never happened before. ~._.` wtf!?
 
Well on the part with the cave, I missed the cave and took the right path, as soon as I hit the end sign I got that message

Angelus_the_echidna said:
And what happened to all the music?? I couldn't hear it *sobs*

You could create a batch file with notepad and put this code in
Code:
Srb2win.exe -file STH360.wad sth360music.wad
 
Very well done!


I liked Dusty Desert's looping areas.

I'll upload some of those sounds in a bit btw.
 
Can you upload the actual mod somewhere else.Sendspace just stopped working after i downloaded the music. I need the wad!

Edit: nvermind
 
Goofing around with this mod, I added a couple of wads and socs, and got this (I'm silver, just so everyone knows)

You'll never catch me, Sonic!


Take that, Iblis Trigger!

Okay, I've had my fun. I'm done.
 
Okay, I thought I was done having fun, until silver flew past the bounds and found this:



BWAHAHAHAHAHA!!!

And I was laughing a lot harder than that. Until,,well...until the threat actually carried out. (I'm not gonna spoil it for anyone that hasn't found it yet >:D)
 
This might be caused by using a certain sector type on level 8 since that is where one of the secrets happens in the normal srb2 levels when you meet certain criteria. I am guessing you also have the black emerald in there.
 
I can vouch for that. that same thing was triggered on Glaber Glutch Village and caused the contest map numbers to switch from being numbered 1- whatever to A0 through whatever.
 
w00t! New beta! I just tried it out a few hours ago, and I like the working loops, enemies, spring placement was better, and fewer graphics glitches. Although I'm still disappointed in a few things...

-SA Mode, what in the name of Torvalds were you thinking?! No serious SRB2 user likes it.
-There are much better choices of jumping sounds than the one you used.
-You totally ruined W/o speed zone, the flight paths you used have no place in it, springs and lines of rings to dash through would have made more sense. I was expecting loops and more length to the level, it's too short. It also still uses forceskin, you were obviously in a rush to upload the new beta, because you did say it was going to be removed. *TKO'd*
-Dusty Desert wasn't too bad, but it felt cramped and the quicksand was...too quick. :P
-OpenGL and Software rendering lags even worse in places than the last beta, I wish I hadn't overwritten it with the new beta, thinking it would be better. D: *nuke'd*
-The music's filesize is too huge, I'll extract the MP3's and compress them in OGG format later to save myself 30 whole megabytes!
-You need to just make a version with and one without music, it just makes more sense, and saves impatient users from having to load two WADs instead of one.
-The goal ring needs lots of shading, it looks flatter than cardboard. :P
-This is totally optional, but please 'shop 'princess' whats her name out of the intermission screen, she's the main reason why '06 was a total failure. I'd rather not be reminded that..............*vomits violently*

I'm aware this is still an early beta, but you did ask for feedback. :P
 
Dr.Pepper said:
w00t! New beta! I just tried it out a few hours ago, and I like the working loops, enemies, spring placement was better, and fewer graphics glitches. Although I'm still disappointed in a few things...

-SA Mode, what in the name of Torvalds were you thinking?! No serious SRB2 user likes it.
-There are much better choices of jumping sounds than the one you used.
-You totally ruined W/o speed zone, the flight paths you used have no place in it, springs and lines of rings to dash through would have made more sense. I was expecting loops and more length to the level, it's too short. It also still uses forceskin, you were obviously in a rush to upload the new beta, because you did say it was going to be removed. *TKO'd*
-Dusty Desert wasn't too bad, but it felt cramped and the quicksand was...too quick. :P
-OpenGL and Software rendering lags even worse in places than the last beta, I wish I hadn't overwritten it with the new beta, thinking it would be better. D: *nuke'd*
-The music's filesize is too huge, I'll extract the MP3's and compress them in OGG format later to save myself 30 whole megabytes!
-You need to just make a version with and one without music, it just makes more sense, and saves impatient users from having to load two WADs instead of one.
-The goal ring needs lots of shading, it looks flatter than cardboard. :P
-This is totally optional, but please 'shop 'princess' whats her name out of the intermission screen, she's the main reason why '06 was a total failure. I'd rather not be reminded that..............*vomits violently*

I'm aware this is still an early beta, but you did ask for feedback. :P
Yeah I did ask for feedback, now since I got something to fix, I'll start right now!

Oh and heres some reasons why I did some of your problems
◘ If I took off SA mode then you can't light dash
◘ The jumping sound Is the NG-sonic jumping sound, so im gonna keeping it that way
◘ Have you played the game, screenshot, or gameplays? Your right about it being short. Also Yeah there is a loop at the end ,but the other problems are going to have to stay the way they are.
◘ Dusty desert had to be cramp becuase of the crazy lagg in software. Since dusty desert was super huge I thought It might be loading all the sprites and texture everytime I look at them. It even reads it fom afar. So I had to make it cramp. The quick sand was quick because of how easy I can get out of the quicksand, So I had to make it "pro quicksand".
◘ .......................
◘ I tried doing that and I kept saving them as OGGs ,but then the xwe editor kept reading them as mp3s, and I was so peed off at that. *angry*
◘ Yeah, I guess your right about that. :/
◘ IDK about that. I need some more comments to think about.
This sorta sucks for me, people are saying that real game even suck. Why? I try to make it look like the game, but there goes the comment about the game was a total fail. If I get more comments like that I dont know what I would do.(I might break my promise on the first post.
HYPER SONILDOW said:
and I will complete this, even if it takes years.
(i don't know if I said it like that, but it was something like the sentence. Discuss some more
 
I don´t have the original game but I think that is awesome!

Continue the proyect, the levels and all the stuff are cool...

You are doing a good work!
 
About converting mp3s to oggs, it's not as easy as just saving them with the ogg extention instead of mp3. you need to use a program such as winlame.
 
Okay about the error I had in W/O speed run zone, I took the cave and got it again. It said
SRB2 Error said:
Followed map 4 to invalid map 4000

EDIT: can you please remove the "Spawn from ceiling" from the objects and enemies in Wave Ocean? I think its causing the SOC'd jetty-syns to stay in place like that.
 
Ok heres a question. *Gulp* Do you think I should start spriting the real NG-characters?
 
Probably not because that'll mean having to get rid of Sonic, Tails, and Knux that are already in the game. If you sprite real NG characters, then you might have to make an exe and have all the characters already in there, that way if someone gets to a level (like one that needs Rouge) they can already start out as that character
 
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