Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

No permission to download
The project is currently under development.
Nice palettes, I really like Don

Yeah I was going to say you can bounce each track in your session as a WAV, then bring them in on a new session.  Then you can mix it without memory issues from everything that's running in the original session.  I didn't realize it had that limitation, whatever version I used in the past let me add audio.  I'm not sure you need to use edison at all, it's more for sampling.  You should be able to drop audio files straight into the playlist/work area AFAIK.

FL studio is really nice for making beats.  but it's a pain for recording audio and mixing.  Thou you can actually do both in FL studio, I prefer dumping the finished audio and mixing in another DAW.

I think you can get a limited version of Cubase for free, it limits the amount of tracks you can have, but it's probably plenty for this kind of thing.

 
Yeah, I think Don came out the best out of them all. I forgot how I cam up with it but I think I added or subtracted numbers from the palettes compared to Mikey's Palette and the one with the brown pads you provided before.

Yeah, that's the thing, before, Fl Studio allowed me to just drop tracks in the playlist, it's how I did it in the past, but lately it's been saying I need to have producer edition. Maybe I should find an older version or something.

I think Cubase is also a thing I need to buy, but if it's easier to mix with I can give it a try one day.

x)
 
If you bought FL studio previously you get free lifetime updates.  FL studio is a very functional DAW, it just depends what your doing.  If you mainly do beats/remixing, techno and hiphop kind of stuff it's great.  For the price of the others, you might be better off just sticking to FL studio.

You can probably legally download and older free Cubase version legally, like Cubase LE.  Or just get the 30day trial from their site.  OTOH Instead of buying software you could look into getting a cheap audio interface, they often come with a copy of Cubase or Pro Tools.

All the DAW's are all pretty good, some are just much easier/nicer to use for certain tasks.

Pro Tools is the nicest interface for actual mixing/mastering.  It's almost like having a real console, big faders, the way it handles Busses etc.  Depends what I'm doing, but I prefer tracking in Cubase and bouncing down to pro tools for mixing.  Cubase is heaps better than tools if your working on midi composing etc.  I've only used FL studio in recent times, I like it for making things like loops/hip hop beats and video game tunes, it's good for stuff like that for me.  The pattern system is great for quick ideas and writing loops.

Generally you will see recording/mastering studios running tools these days.  Film/Game composers prefer Cubase or Logic .  Then there's things like Ableton and REAPER that are more aimed at live music performance, like dubstep/techno artists (whatever it's called nowadays lol)
 
Yeah, I mainly used FL for beats and mixing, this thing with adding audio to the playlist, which I could do just by dragging and dropping, stopped being available sometime a year or so ago. Everything else I'll have to look into later.

About SR the game, I put a lot of work putting the walls up in the subway level, but I forgot that players could die down there and didn't think about this till recently, and I even ended up dead along the way, in which I spanwed on top of the wall, and worse, fell into a space between them that I couldn't get out of, causing me to quit and start over while testing the entire Manhatten level. I corrected this by filling that space, but I still spawn on top of walls when I set the alt over 1000. Is there anyway to stop this from happening or do I have to set the player spawn command lower then what it is?

Here's a shot from OBEditor to show yall.(Had to delete a lot of enemies so I could see, but I kept a file open so I could just copy the wall data)


x)
 
That's strange DJ, usually OpenBoR moves respawn spot to non walled coords when there is wall on respawn coords
My recommendation is to set wall to cover those blank areas but if that fails, you can just move respawn coords lower
 
This is going to sound silly but for as long as I have been at this, I've never been aware of a height command. Guess I'll look it up.

EDIT: Wait, I saw the command I do remember it, but it's for setting height concerning walking under platformers. This has an effect on walls, or being spawned on them?

x)
 
Noticed the Mousers in that screenie. Are you going to use the '87 Foot Soldiers you created for Cosmic Damage in this game? Just curious.
 
DJGameFreakTheIguana said:
This is going to sound silly but for as long as I have been at this, I've never been aware of a height command. Guess I'll look it up.

EDIT: Wait, I saw the command I do remember it, but it's for setting height concerning walking under platformers. This has an effect on walls, or being spawned on them?

x)
I was thinking possibly it does when it decides where to respawn you...sorry just an idea :p
 
Miru said:
Noticed the Mousers in that screenie. Are you going to use the '87 Foot Soldiers you created for Cosmic Damage in this game? Just curious.
Those were copied, I didn't create them. Also, the Foot Ninjas I'm using are already present in the screenshot.

BeasTie said:
DJGameFreakTheIguana said:
This is going to sound silly but for as long as I have been at this, I've never been aware of a height command. Guess I'll look it up.

EDIT: Wait, I saw the command I do remember it, but it's for setting height concerning walking under platformers. This has an effect on walls, or being spawned on them?

x)
I was thinking possibly it does when it decides where to respawn you...sorry just an idea :p
It's fine man.

x)
 
BTW I forgot totally about this DAW StudioOne, the Prime version is totally free.  It's like a cross between Cubase/Logic and Pro Tools.  The only major drawback of the free version is no VST support.

http://www.presonus.com/products/Studio-One/Get-Studio-One
 
Could work, but there are other characters I'd rather get done first.


Ok, so the update, I've actually finished this last week, I just tested it a few times on my PC and phone. I meant to release it sometime this weekened, but there was an emergency considering my grandmother, who I live with, and she had to be rushed to the hospital Saturday afternoon, and given I had stayed up till 7:30 A.M. that morning, I was completely out of it.

I still need to make some preps before announcing this on other sites, but if anyone has the time, feel free to try the update out and test the new Manhatten level to unlock the Ninja Turtles. I also found that the unlock script I'm using works best if you load the game after closing it, rather then start a new one, an oversight on my part before since I never had reason to load a game since I always wanted to pick a different level.

EDIT: Had to be fixed, new link.
http://www.mediafire.com/download/vp74npwlneoeh9e/SonicRevolutionV8.9.zip

x)
 
Noticed that there are destructible objects now, which is a nice touch. I'd like to see you add more. Also;

* TMNT only load in a new game if they were previously used in a loaded game. Did you use a different script from Battletoads and Swat Kats?
* Noticed that Charmy, Rouge, and Silver still don't have voices.
* The TMNT lack grappling moves. Justified the MUGENHunter characters as incomplete and SWAT Kats as shooter-types, but why no grapples for them?
* IMO, the turkey could be replaced with a Super Ring or chili dog, and could be added to more levels. If a Super Ring, could provide an appropriate sound.
* Will the huge number of TMNT palettes mean Julie-Su, NICOLE, Blaze, etc. will get more palettes, and/or palettes being added to the extant cast?
* Mecha Sonic appeared in the Manhattan battle, does this mean more Sonic villains will show up in guest stages?
 
Yeah, don't know if I'll add more objects but they were in the level in the game, so I figured I'd at least add them even if nothing's in them.

*They're all on the the same script, though some changes were recently made, but I didn't notice the load thing till only recently. The Turtles should still be unlocked after you load Campaign mode though, along with the Kats and Toads. If anything, you should probably use load from now on.
*The Turtles, their stages, and enemies took quite a bit of work altogether. I wasn't in that big of a rush to had voices.
*The Turkey is only a placeholder for now.
*Depends on how many I think up.
*Depends on what I feel for the story. I honestly only did that because of the new TMNT game. You usually fight one big boss, but sometimes another boss will join them if you perform well before getting to the boss. Going by the story I plan to explain in game in the future and the boss setup I just talked about, I decided to throw Mecha in there as a surprise.

x)
 
I started up Collision Chaos, and suddenly Foot Ninja appeared. Was this intentional? Also nice to see that you've fixed Pimple's color glitch for the most part.
 
Miru said:
I started up Collision Chaos, and suddenly Foot Ninja appeared. Was this intentional?
umm... no. I forgot all about that. Good thing I never made a big announcement about this.

Also nice to see that you've fixed Pimple's color glitch for the most part.
I didn't do anything. If it's what I think you mean, it's mainly that Pimple uses to sets of sprites and all the colors don't match, it's not really glitch.

x)
 
Ok, I was going to post this earlier but I wasn't able to in time before I had to leave for work. I'm back now though, here's Sonic Revolution V8.9 again, had to delete the Foot Ninja I left in Collision Chaos.
http://www.mediafire.com/download/vp74npwlneoeh9e/SonicRevolutionV8.9.zip

x)
 
DJGameFreakTheIguana said:
Ok, I was going to post this earlier but I wasn't able to in time before I had to leave for work. I'm back now though, here's Sonic Revolution V8.9 again, had to delete the Foot Ninja I left in Collision Chaos.
http://www.mediafire.com/download/vp74npwlneoeh9e/SonicRevolutionV8.9.zip

x)

Will you be releasing a trailer like how you did for the SWAT Kats update?
 
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