Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
Sup guys, I know I was here last time with an update, I had originally planned on finishing up what I had then and upload it, but I got sidetracked and ended up forcing myself to keep working and now I have most of the next update finished, so there's going to be more to the current update then originally planned.

For now, there's gonna be 3 new stages with another 5 guest characters, 1 of those stages with 3 of the characters I have a shot of right now. The characters are the 3 heros of Jazz Jackrabbit, Jazz, Spaz, and Lori, in their stage, Carrotus. The screenshot is at the bottom. The next two chars will be shown in time, they're finished but I've only just recently decided their stages. As a hint though, they both started on the PS1.

x)

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Yo guys, got the new update of Sonic Revolution done and uploaded, I'll not be called Sonic Adventure: Revolution from now on. 9 new stages, 9 new characters, new hover board mode, and more within' Campaign 2. If you want the full details, you can read the devlog on the site.

https://gamejolt.com/games/SonicAdventureRevolution/198561

x)
 
Started trying out each of the characters and stages, and I noticed there were a lot of Battletoads and other series enemies. Are these part of the second campaign's plotline? I enjoyed the sequence with the time bombs, where each had to be defused one after the other with your attacks. The air boss fights were also rather entertaining. I also liked the giant flower boss, especially due to the multiple ways to hit it. Also, there were a few glitches I ran into, namely that when I beat the final boss of Emerald Hill Fleet, the game slowed down, but the level didn't end. I couldn't attack any enemies, and they couldn't attack me. Another oddity I noticed is that none of the campaign 2 guests could be accessed in campaign 1. And Damsiltron should be able to fly like Nebula and Gunnerbee, right?
 
Miru said:
Also, there were a few glitches I ran into, namely that when I beat the final boss of Emerald Hill Fleet, the game slowed down, but the level didn't end. I couldn't attack any enemies, and they couldn't attack me.
That's weird, I tested that level several times and that hadn't happened. I'll take time to see what's wrong with that later.

Another oddity I noticed is that none of the campaign 2 guests could be accessed in campaign 1.
I only got this when loading either game, try starting a new game after you load both campaigns seperatly, it should work.

And Damsiltron should be able to fly like Nebula and Gunnerbee, right?
I don't think Damsiltron shoots anything so it would be pointless to put it in the air. Guess I could have it ram you from above. I'll think about it.

x)
 
DJGameFreakTheIguana said:
Miru said:
Also, there were a few glitches I ran into, namely that when I beat the final boss of Emerald Hill Fleet, the game slowed down, but the level didn't end. I couldn't attack any enemies, and they couldn't attack me.
That's weird, I tested that level several times and that hadn't happened. I'll take time to see what's wrong with that later.

Another oddity I noticed is that none of the campaign 2 guests could be accessed in campaign 1.
I only got this when loading either game, try starting a new game after you load both campaigns seperatly, it should work.

And Damsiltron should be able to fly like Nebula and Gunnerbee, right?
I don't think Damsiltron shoots anything so it would be pointless to put it in the air. Guess I could have it ram you from above. I'll think about it.

x)

Thank you!

https://youtu.be/G3DHhmPjsI4

On Damsiltron, I agree that it should fly up and ram players from above, like the harpies in Knights and Dragons, for example.

Also:

* I noticed Metal Harbor now has a mid-boss. Will other levels receive similar enhancements to them? Maybe more Badniks in the early levels?
* Espio's new crouching attack in 2D stages now has him charge forward rather than jump down. Maybe make it a context-sensitive move, where on a platform, it's a diving attack, but on the solid ground, it charges forward?
* Metal Harbor spawns players at too low an altitude, resulting in a series of death falls if one dies in the wrong area.
* Toxic Caves doesn't allow for the duck attack to be used there.
* I think Spaz's flame shot move should have the flames in 2d levels stick to each platform as they go down.
* I wonder if any more characters will have alternate moves in running levels, like Shadow does?
 
Before I start with these, yes, those other enemies in campaign 2 are part of the plot, so they'll be seen regularly throughout it.

Miru said:
* I noticed Metal Harbor now has a mid-boss. Will other levels receive similar enhancements to them? Maybe more Badniks in the early levels?
There could be some changes yes, considering I never got around to the story yet, but that mid-boss was my solution to what you brought up earlier about the level not going when you finish. It's there to make sure any enemies left behind are delt with, same reason I added them in certain levels of campaign 2.

* Espio's new crouching attack in 2D stages now has him charge forward rather than jump down.
Damn, with adding all those sliding attacks I may have used the same FSP# twice and didn't catch it. I'll mark that down to, thanks. Adding a whole new feature, especially with multiple animations, to 30 something characters is taxing, I stopped after every 4 or 5.

* Metal Harbor spawns players at too low an altitude, resulting in a series of death falls if one dies in the wrong area.
I noticed that to. That will be changed in the future.

* Toxic Caves doesn't allow for the duck attack to be used there.
There's no platforms there so it's not needed.

* I think Spaz's flame shot move should have the flames in 2d levels stick to each platform as they go down.
I see. I'll have to look into that. They're being spawned by an invisible shot so to create the trailer effect it has, so the shot needs to be altered.

* I wonder if any more characters will have alternate moves in running levels, like Shadow does?
Once I get to it, yes. Knux has one where instead of throwing a bolder he has a different version of his 4th combo attack. Chars like Sonic doesn't need it because they're feet aren't planted on the ground.

For future reference I'm slowing down on new levels, I think 9 new ones in one update with new features in about all of them is enough for the time being lol, and I'll focus on fixing things or making other adjustments.

x)
 
As for the other enemies being part of Campaign 2, does that mean we’ll get new enemies and bosses related to those? Because I could help with the graphics of some of those new bosses, and others already have rips avaliable.  Maybe the caribou from Battletoads would work as a charging enemy? The elite Pigman with a mace would also be interesting to see. I could see the Purple Dragon with a baseball bat from the 2007  game would work, along with the (recolored) heavy and shuriken Foot from that same game. I think that a few of the crossover enemies could work in the air and/or speed stages as well.

And I feel PaRappa has a special that seems a little weird when he’s on a board, because he’s running on a board.

And I agree on the next one having fewer levels. Maybe focus more on Sonic characters, editing older levels, and quality of life updates? Like say, 1 level (or no new levels), 1 character, and some other minor things. Such as voice clips, more animations (like defeated enemies and players sliding off-screen after defeating them), more hit sounds for things like claws, flames, and energy blasts, etc.  You deserve a rest from making levels, to make the game itself feel more immersive.

I think Mighty’s first special move is too similar to the last hit of his combo. Maybe replace it with his bomb from SBMM? Perhaps his SPECIAL could get a replacement while on a board?

I also think EWJ's special move doesn't cost enough, while the Battletoads's specials cost too much for their effect. Some characters have a FREESPECIAL that costs more than their SPECIAL. The Battletoads also have their jump attacks working on a completely different axiom than the rest of the cast, and they can't dodge. Is that intentional?

More notes:

* Some enemies lack lifebar displays entirely, namely the walkers, crows, and brown devils, as well as those sent by Scratch during his swarm attack. I could see some of the swarm Badniks show up as enemies in the main game, or at least spawn as part of a variant of Scratch's swarm attack.
* "Badnick" is named Egg Gunner, "Emerl" is named Phi.
* Jazz's rockets should have an explosion effect when they connect. Would also make them more potent.
* I like how Jazz and co use the boards from their source game. But the sliding kick attacks don't make much sense in the levels. On top of that, maybe Mr. Bandicoot could ride Aku Aku as a board, if sprites allow? https://crashbandicoot.wikia.com/wiki/Air_Grind. It would also be funner if his SPECIAL was freely movable around the battlefield.
* Levels need more health pickups added.
* Damsiltron’s wings might work with Alpha masking, because otherwise the shadow has holes in it.
* Maybe the Raptoid and Hopter-Copter  could get more attacks from their source games? Hopter would shoot off its propeller as if it were a boomerang. Raptoid would breathe flames out of its maw. Maybe those attacks being added could make them a bit more dangerous? Of course these attacks would be in addition to the ones they already can use.  Pyrodrone also had a bomb-launching attack it could use, maybe it could work like this? http://openbor.boards.net/thread/24/true-targetted-jumpattacks
** Not sure about Shocking Spin's disc shot attack, whether or not it should be in.
* The stilt-walker robots from Battletoads, and the small pigs, for some reason, have flying-type shadows instead of grounded ones. Meanwhile the flying box robo, and the flying mutants from Swat Kats (even though they just hover), have a ground shadow. Beetle-Rally doesn't have a shadow at all.
* Epsilon turns into Antoine in sky levels.
* Characters can go inside the floor of some platforms in Mushroom Hill with down+attack.

The Hansburg Scripts could be used for easier jump control for platforming-oriented stages, and may even allow for the moving platforms in Techno Base to be re-enabled. These may also open up several interesting jump challenges for players, such as wall jumping and obstacle jumping. https://github.com/DCurrent/openbor-script-Hansburg

And, whatever happened to this wall boss?

Or is it being saved for a later level?



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As for the other enemies being part of Campaign 2, does that mean we’ll get new enemies and bosses related to those? Because I could help with the graphics of some of those new bosses, and others already have rips avaliable.
Yes there will be more guest enemies, and I already have plans for rips already available.

And I agree on the next one having fewer levels. Maybe focus more on Sonic characters, editing older levels, and quality of life updates?
Hence why I said I would focus on that for a while.

As for your notes, the majority of them I already knew of and were to be fixed later. None of them are game breaking and are just small errors so they're ok for now. The part about Epsilon Eagle was a major one though. I think it was because of what happened with my USB drive where I lost my work, and his file was recovered from my last backup and I thought it was the finished file. I went back to it yesterday and finished it all over again, he now works in flight mode, screenshots below, and since I was there I went and fixed Espio's down attack for 2D levels to. I reuploaded the game now on gamejolt. I also added 2 flight demos in the menu to, from the 2 stages they're already present in.
https://gamejolt.com/games/SonicAdventureRevolution/198561

x)

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Thank you so much!

Also, Omega still has a sliding attack instead of a descending attack with down+jump.

And I also like Knuckles's new running and boarding special move. But now I think the headbutt move could be changed when on a board. Like maybe his flaming drill attack, or his rock falling out of the sky ala Battle. Or even his screw-shaped explosive. And when running, I think Knuckles’s headbutt should go in an arc rather than straight ahead.

Maybe the Gizoid/E-Series enemies could have the ability to jump and then attack while jumping? Or possibly include elite versions that can use the attacks of either variant of the enemy?

I also think EHF would look nicer with this script applied:

https://youtu.be/iMD_W6ZgiIY

Then the sky in level would gradually become sunset as you progress across the final part. Would be an awesome and dynamic sequence. This could work in other stages, as well, such as City Invasion & Battle Forest. In Chemical Plant, it would work to bring up the stage's Encore Mode palette as you progress. Mushroom Hill's seasonal palettes could also activate this way.

Maybe one of the aquatic enemies could be allowed to freely swim underwater? Might have to handle this through a script to allow enemies to swim in water but be unable to access land, possibly even able to make them jump-and-attack when the player is overhead? And I feel like the smoke puffs in some animations might work better separated and made into a transparency. Perhaps even allow for flying enemies to be slammed onto the ground to hit enemies below and make them more vulnerable to combos?

I think the last area of Speed Slider could use the “rock” function, to give the impression of it being a train. And the Stomper enemy could also use a proper defeat animation. Maybe make the scattering pieces of certain defeat animations their own entities and freely spread them before they vanish?

And some of the enemies had more sounds in Sega Brawlers Megamix than here, these being Delta’s rapid-fire sound and the E-Drill’s drill sound.

There’s also a bug where if you hit Big Arm as it explodes before the second phase, the second phase music does not trigger.

I also think the Master Spawner fights are a bit underwhelming. Maybe have them spawn more enemies than the normal spawners? Or just stronger ones?  Maybe even have it move around (perhaps even trying to avoid players) rather than stand still and spawn enemies?

The last hit of Tails's walk combo still drains meter from him.
 
I’ve started doing more videos of the game, wanna see?

https://youtu.be/2w6flXMpd7M

https://youtu.be/bT8uGQqyZfE

https://youtu.be/zGJRopoZLqE

https://www.youtube.com/watch?v=LbljVfto9d8

I’m also having a bit of trouble identifying certain songs in this update.

Maybe in the final phase of the Robotnik Chase, he could start dropping mines or something? 
 
Miru said:
I’ve started doing more videos of the game, wanna see?
Thanks, though I've already seen them, I tend to look for videos of people playing this to see how it goes.

I’m also having a bit of trouble identifying certain songs in this update.
Yeah, gotta learn to change the titles in ogg files at some point. I may make it priority in my fixes.

Maybe in the final phase of the Robotnik Chase, he could start dropping mines or something?
Nice idea but I already put players though enough BS.  ;D

Also, I've updated SAR, fixing the bugs where Tails 3rd slide attack took MP and removing the BBox from Robotnik's Big Arm's spawn animation that was causing the bug.
https://gamejolt.com/games/SonicAdventureRevolution/198561

I've got this and Universe Brawl entered for this year's SAGE, but I don't know if they will be accepted, they aren't yet and the deadline was Saturday before 12 am, which I made before then. I'm cool either way, I haven't been that motivated in a while to get as much work done as I did in the past few months.
https://sonicfangameshq.com/forums/showcase/category/sage.21/

x)
 
DJGameFreak TheIguana said:
Miru said:
I’ve started doing more videos of the game, wanna see?
Thanks, though I've already seen them, I tend to look for videos of people playing this to see how it goes.

I’m also having a bit of trouble identifying certain songs in this update.
Yeah, gotta learn to change the titles in ogg files at some point. I may make it priority in my fixes.

Maybe in the final phase of the Robotnik Chase, he could start dropping mines or something?
Nice idea but I already put players though enough BS.  ;D

Also, I've updated SAR, fixing the bugs where Tails 3rd slide attack took MP and removing the BBox from Robotnik's Big Arm's spawn animation that was causing the bug.
https://gamejolt.com/games/SonicAdventureRevolution/198561

I've got this and Universe Brawl entered for this year's SAGE, but I don't know if they will be accepted, they aren't yet and the deadline was Saturday before 12 am, which I made before then. I'm cool either way, I haven't been that motivated in a while to get as much work done as I did in the past few months.
https://sonicfangameshq.com/forums/showcase/category/sage.21/

x)

1. You’re welcome.
2. Also, perhaps try setting up loop points via “offset”.
3. Okay. But maybe save that idea for a future chase sequence?
4. Thanks. It fixes a lot about the game.
5. Didn’t see either of them there.  (Probably because SAGE doesn’t start until August 25)

Also, what about some of my other pointers? Will they be acknowledged in a future update?

Edit: Yup, it’s there at SAGE. It was also featured in a livestream, where the player enjoyed Omega and Antoine, but quit after the Metal Harbor error. I tried to get the streamer to play the second campaign, but to no avail.

EDIT: I think that Tails's (and Rotor's) homing bombs should ignore aerial enemies, while with Rouge and EWJ, their homing missiles should be able to target airborne enemies. Otherwise they tend to get stuck on the ground and dawdle beneath a target.

EDIT: Another appearance in a SAGE livestream:

https://youtu.be/tSao5XESDLA
 
Having a bit of a problem using the "spawner" script with a new boss here. I got the X position of one of it's turrets where it needs to be, the one on the middle of the rig you see in the shot, but once the rig stops moving from it's spawn animation, the turret snaps to the exact position of the second one located the end. You can't see them behind the badniks in the second shot, but you can see the turret from the middle in the first shot isn't there anymore.



Don't remember whether or not the script works differently for enemies, and I could fix this just by changing the offset of the turret that moved, but I'd have to make a separate entity, and I'd like to know if there's a way to fix this script before doing that.

Miru said:
1. You’re welcome.
2. Also, perhaps try setting up loop points via “offset”.
3. Okay. But maybe save that idea for a future chase sequence?
4. Thanks. It fixes a lot about the game.
5. Didn’t see either of them there.  (Probably because SAGE doesn’t start until August 25)
2. I didn't do that because I heard someone here say it doesn't work at certain points. I actually mix the music in Audacity and I try to make a clean loop for the tracks if possible.
3. Meant to say I was going to do that.
4. Cool
5. I know you brought it up but I saw it myself and was keep tabs on the views.

Also, what about some of my other pointers? Will they be acknowledged in a future update?
Sorry, I keep getting sidetracked at times. Most of what you said, I already planned on fixing them, and others that require script is being passed for now, it's not easy just copying scripts for my own uses, especially since I never got the hang of them. A shame to say since I've been at this engine for nearly a decade.

Edit: Yup, it’s there at SAGE. It was also featured in a livestream, where the player enjoyed Omega and Antoine, but quit after the Metal Harbor error. I tried to get the streamer to play the second campaign, but to no avail.
I noticed all of that, lol. I should point out that I do keep up with videos of my mods on youtube, so sooner or later I catch them, including every video you uploaded to.

EDIT: I think that Tails's (and Rotor's) homing bombs should ignore aerial enemies, while with Rouge and EWJ, their homing missiles should be able to target airborne enemies. Otherwise they tend to get stuck on the ground and dawdle beneath a target.
I would fix that if I knew how. It's easier to just kill the target they're stuck on or make it move towards other enemies since they're usually following you.

EDIT: Another appearance in a SAGE livestream:
https://youtu.be/tSao5XESDLA
Seen it the other day.

x)
 
DJGameFreak TheIguana said:
I'd like to know if there's a way to fix this script before doing that.

I assume the round purple objects on the rig are the turret cause that's the only thing changing in second shot compared to first one. I really don't have idea why the turret could snap like that  ???
My question is why did you use spawner in the first place? you could use spawnGun instead who binds the gun and store it so it can be removed later when the boss is defeated (or when the boss want to)

I would fix that if I knew how. It's easier to just kill the target they're stuck on or make it move towards other enemies since they're usually following you.

3D targetting is tough to code. I'm not sure how to calculate the velocities etc
Hmmm.... there's an easy way to prevent homing missiles to dawdle below airborne enemies in confusion, which is to add script to track airborne enemies or enemies above them, then change animation to fly straight up to hit the enemies
 
Miru said:
Could we get a peek at the text file of the cannon and the rig?
I don't think there was anything special enough to warrant that. The spawning script is the only thing out of the norm.
anim Spawn
    loop    0
delay 2
offset 142 142
    @cmd    spawner "RIG_TURRET" 1  0  0
    @cmd    spawner "RIG_TURRET" 85  0  0
move -2
frame data/chars/RoboRig/T0.gif
frame data/chars/RoboRig/T1.gif
This animation is 150 frames long in order to ensure smooth sliding from the edge of the screen, so I'm only showing the first 2 frames.
Here's the spawn frames for the Turret.
anim Spawn
@script
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");

    if(Parent!=NULL()){
      float Tx = getentityproperty(Parent,"x");
      float Tz = getentityproperty(Parent,"z");
      float Health = getentityproperty(Parent,"health");

      if(Health>0){
        changeentityproperty(self, "position", Tx, Tz);
      } else {
        killentity(self);
      }
    }
@end_script
        loop    0
delay 2
offset 142 142
#bbox 6 0 15 15
#move -2
frame data/chars/RoboRig/Tt0.gif
frame data/chars/RoboRig/Tt0.gif

Bloodbane said:
I assume the round purple objects on the rig are the turret cause that's the only thing changing in second shot compared to first one. I really don't have idea why the turret could snap like that  ???
Yeah, that's what I was talking about, and that is weird.

My question is why did you use spawner in the first place? you could use spawnGun instead who binds the gun and store it so it can be removed later when the boss is defeated (or when the boss want to)
I've never heard of SpawnGun, and I used spawner because I want the Rig to move back and fourth so players can't stay in one place to his it while also being mindful of the turrrets.

3D targetting is tough to code. I'm not sure how to calculate the velocities etc
Hmmm.... there's an easy way to prevent homing missiles to dawdle below airborne enemies in confusion, which is to add script to track airborne enemies or enemies above them, then change animation to fly straight up to hit the enemies
I guess that could work, never seen it done myself though but I know script could do just about anything. Of course I would have to change the airborne enemies programming because they're using offset to float, nothing fancy.

x)
 
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