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Team Prismatic (Mystic Realm: Community Edition)

I understand, I was just a bit disappointed. Still a great level, the falling icicles was a great gimick, hope it plays a much bigger part in the finished MFZ.
It will. There's also another gimmick that is planned that I was waiting on art for in order to code it...
 
So the download link broke then? Ah. May have forgotten to update the link. Ah well, not like it matters, bc here I come with a new version anyway!
  • Numerous custom bosses had inaccurate hitboxes. They are now accurate to the sprites, in most cases this means larger and easier to hit
  • Added a netgame exclusive command mr_cwarp. This command can only be run by an admin or the host, and changes what map to warp to after the credits end. Many servers have multiple level packs added and it's impossible to support them all. Note that due to the nature of the command, you need to input the mapnum as a full number, the shortened variant with letters and numbers will not work
  • New completely rewritten momentum code based from the custom momentum physics from XMom, with help from @Frostiikin
  • With the new momentum code, momentum has successfully been restored to blaze and marine
  • Amy and Fang can go super if they grab the Master Emerald much like Tails (no abilities yet, save for fang's bombs having significantly lower cooldown)
  • Updated support for Super Sonic, who, instead of gaining mrce hyper over his base form like before, can now unlock his own hyper form from the master emerald
  • Hyper form sparkles will no longer spawn if in first person
  • Mild adjustments to a few stages, including JCZ1, STZ, and PAZ1
  • Restored certain special effects in DWZ
  • Initial beta to MFZ1 revamp
  • Fixed rare error that could occur in MFZ3
  • Fixed similar error in FRZ3
  • Added Kazuma Kiryu support for the custom bosses
  • Added beta music for DWZ
  • Revamped Egg Animus Arena (it's bigger and rounder now lol)
  • Added new death sequence for Egg Animus
  • Super Tails can now fly much faster
  • Disable Life counter hud object if file has infinite lives
Along with many other minor adjustments / bugfixes and more
Download v0.2.5 now!
There is a few pros and cons about this update. I'll start with the pros: the new Midnight Freeze Act 1 is kinda cool, and the new Egg Animus death sequence is ALMOST exactly how I wanted it to go, as I've stated in one of my earlier posts explaining possible changes to the campaign. The only thing it's missing is having Super/Hyper Sonic follow Eggman through the portal... Well those pros were short. Onto the cons! Like I said, the new MFZ1 revamp is cool, but it's a short level. Plus, I would use those same textures and skybox as a placeholder for the Act 2 revamp. Same thing goes with SPZ and AGZ. And lastly, I liked the MRZ and DWZ transition not stopping the music, but thanks to the new beta DWZ music(which isn't as good as the original imo), THAT'S been removed. When the next version comes out, can you make a separate download WITHOUT the beta music? I tried removing it myself, but I had no luck.
 
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A portal opens to another world...
 
(gasp) What world?! I can see Aerial Garden Act 3's skybox and Prismatic Angel/Primordial Abyss textures on the floor, with a purple Mario standing on some sort of warp pad. What's going on?! Guess the Chaos Emeralds are causing this, too. Look at the pedestals. Wait, this is an Inner Sanctum revamp?
You are on the right track.

The actual post gives all you need to know.
 
So this IS an Inner Sanctum revamp. I KNEW IT!
Close, but not quite. Inner Sanctum already has a revamp
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There's only one act in Aerial Garden that has an interdimensional portal triggered by the 7 chaos emeralds
 
Close, but not quite. Inner Sanctum already has a revamp
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There's only one act in Aerial Garden that has an interdimensional portal triggered by the 7 chaos emeralds
So what you're saying is there's only gonna be one act of Aerial Garden? Or is this going over AGZ3?
 
My bet is the end of Prismatic Angel Act 3. Could think of that due to what lies in front of the emerald line up.
 
Wow! I was not expecting that to take place in AGZ3. Haven't played MRCE in a while. but the background just shows its AGZ. The emerald placing is absolute genius and I really like it!
 
The Rebound Dash has like this.. weird momentum gain? If the player's angled mostly in line with the grid they don't gain any speed from multiple dashes, but if they're moving diagonally they get large boosts of speed.
This momentum thing doesn't happen when the player's scaled down, also.
 

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I have an idea on what we could put in whenever we get to a final demo: a homage to SRB2 1.09.4 after the credits. Before the congratulations/try again screen, there could also be a voiced screen saying thanks for playing, kind of like SRB2 1.09.4. And you wouldn't have to worry about who to find to voice it, cuz I'll do it for you! I barely took part in this project, so maybe this is my way of contributing to Mystic Realm CE. Mystic Realm v6 already had one but the VA(voice actor) spoke too fast. And it was poorly drawn, too.
 
The Rebound Dash has like this.. weird momentum gain? If the player's angled mostly in line with the grid they don't gain any speed from multiple dashes, but if they're moving diagonally they get large boosts of speed.
This momentum thing doesn't happen when the player's scaled down, also.
P_AproxDistance problem, the script likely makes use of the notoriously inaccurate player.speed value
 

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