Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
I just checked out V13 recently and here are my thoughts;

* First, the glitches and other such oddities. I've had two characters glitch themselves to death; Tails in Scrap Brain part 1, and Earthworm Jim in Crystal Coast Part 2. These deaths would start with the character entering a hit animation when they are struck in mid-air, and then float up the screen, and died about 2 seconds after going off-screen. The update also forced me to unlock all guests all over again. Perhaps this has to do with Sonia? Amy's ducking attack is a forward leap that does no damage, and the bug with summons in running stages remains, but it seems the newcomers will not vanish like the rest.
* The Air Actions are fun to use and trigger, though I would have liked more variety to them in the end. Porker's air action could have been more of a vertical motion, for one. I think that would in the end be more fitting for him. They're more reliable than the ones in MIW, too.
* The newcomers were pretty fun to control so far, each with their own moves. Porker's likely the most clever out of all these, with his gadgets including little pig-bombs that home in and strike enemies with explosions.  Amy was a nice surprise to finally see in the game. I'd imagine when the third Freespecial is added back, Amy should have a hammer attack akin to her game self.
 
Miru said:
I just checked out V13 recently and here are my thoughts;

* First, the glitches and other such oddities. I've had two characters glitch themselves to death; Tails in Scrap Brain part 1, and Earthworm Jim in Crystal Coast Part 2. These deaths would start with the character entering a hit animation when they are struck in mid-air, and then float up the screen, and died about 2 seconds after going off-screen. The update also forced me to unlock all guests all over again. Perhaps this has to do with Sonia? Amy's ducking attack is a forward leap that does no damage, and the bug with summons in running stages remains, but it seems the newcomers will not vanish like the rest.

Dammit, thought I fixed all of those. It's simply really, the air actions for any character that glides uses the gravity @cmd, but I learned the hard way you have to set the gravity back in other animations because if you do anything or anything happens to you while the gravity script is on, it stays off, and you're liable to float off the stage if the gravity cmd isn't set again. I'm pretty sure I added the gravity script to all possible animations that could happen while in mid-air(Jump attack, fall, etc) for Tails, I completely forgot about Earthworm Jim.

I'll have to fix Amy then, don't know why you have to unlock all your chars again, Sonia shouldn't have anything to do with it since she never had to be unlocked, and is just MIA until she gets new sprites. About summing in running stages, I don't know why that happens, and it doesn't happen all the time nor should it. I have a hunch it could be that they're getting hit by enemies before they land and it glitches them out or something. That's something else I'll have to remember to fix.

* The Air Actions are fun to use and trigger, though I would have liked more variety to them in the end. Porker's air action could have been more of a vertical motion, for one. I think that would in the end be more fitting for him. They're more reliable than the ones in MIW, too.
Yeah, for anyone not in Sonic Battle or those with no special air abilities, it was hard to come up with anything so most of them are jump dashes and such.

* The newcomers were pretty fun to control so far, each with their own moves. Porker's likely the most clever out of all these, with his gadgets including little pig-bombs that home in and strike enemies with explosions.
Thanks, I figured I focus on gadgets since I know that his strong suit.

Amy was a nice surprise to finally see in the game. I'd imagine when the third Freespecial is added back, Amy should have a hammer attack akin to her game self.
I was hoping she would be a surprise since she's been MIA in my mods since ever. I had always planned on using her STC counterpart though, that being said, that's a negative on the hammer. I want to add to that Johnny was the most significant edition to me since he was killed off at the end of STC's official run, so this is possibly the first time he'll be seen alive since then. There was a certain issue in STC Online where he showed up, but it was him and Sonic time traveling to the future then going back, so he's still dead. Also gave him his sunglasses from the Sonic cartoon that was never made where he was one of the main characters. I noticed Codex also originated from that.

X)
 
Trying to make new items but they wont work, in a specific stage. I'm just now suspecting it's because the playable characters are in a stage that has them set to one of their weapon numbers and they're type none, because they work in normal stages where they're type player. Anyway I can make this item work on type none entities?
Code:
name	RINGs
health	20
type	item
subtype	touch
shadow	0
#icon	data/chars/misc/meaticon.gif
#offscreenkill 5000

anim idle
	loop	1
	delay	2
	offset	81 70
	bbox.position.x 73
	bbox.position.y 41
	bbox.size.x 16
	bbox.size.y 28
	move 1
	frame	data/chars/misc/Ring0.gif
	frame	data/chars/misc/Ring0.gif

Code:
name	KNUCKLES___
health	500
mp 80
mprate 10
speed	38
type	none
icon	 data/chars/Knuckles/Icon-A.gif 1
iconget  data/chars/Knuckles/Icon-B.gif 1
iconpain data/chars/Knuckles/Icon-C.gif 1
icondie  data/chars/Knuckles/Icon-D.gif 1

makeinv  4
riseinv  1
gfxshadow 1
grabdistance 0

weapnum 3
facing 1

EDIT: Ok, disregard this, I went digging around in that old OpenBOR Help file I have and found this, itembox {x} {y} {right} {down} . Had no idea this even existed, lol, but it fixed my issue.
 
Finally getting done with this new update, I'm gonna take the time to share some shots and a video since I was hardly active for a while. For one thing, I thought I would've worked faster but I a lot of the time, i got side racked, had some slow days, or ended up playing some games. There was also that pole I started in Universal Meltdown, and I did get some work done with that.

Anyway, there's 4 new levels here, all of which were ideas from some friends of mine, and some of the concepts that thought of took me some time to get right or simply get to. After this update, I'm gonna take a break on this to get other things done, but next time I come back to this, I'm gonna try to focus more on fixing and changing things, also going back to work on every playable character and implement the random spawner in old stages and get a better handle on how I'm changing this mod to focus more on action then a general beat'em up, so there wont be new stages next time.

Video https://streamable.com/gbda4r




 
Finally getting done with this new update, I'm gonna take the time to share some shots and a video since I was hardly active for a while. For one thing, I thought I would've worked faster but I a lot of the time, i got side racked, had some slow days, or ended up playing some games. There was also that pole I started in Universal Meltdown, and I did get some work done with that.

Anyway, there's 4 new levels here, all of which were ideas from some friends of mine, and some of the concepts that thought of took me some time to get right or simply get to. After this update, I'm gonna take a break on this to get other things done, but next time I come back to this, I'm gonna try to focus more on fixing and changing things, also going back to work on every playable character and implement the random spawner in old stages and get a better handle on how I'm changing this mod to focus more on action then a general beat'em up, so there wont be new stages next time.

Video https://streamable.com/gbda4r



Any word on progress?
 
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