Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

No permission to download
The project is currently under development.
Bloodbane said:
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


Seems like a good start. How does that script work? Is it something that detects enemy hitboxes to fly up and attack?  Seems like a nice, basic start for some 3D targeting.

"spawnGun" actually has a fair few interesting uses I could think of.
 
DJGameFreak TheIguana said:
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.

Ah so the rigs are more like satellites then attached turrets. SpawnGun might not be the way to do it then cause it has bind effect....

Here's the spawn frames for the Turret.
Code:
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

Hmmm... I normally declare that script in IDLE which normally looped. So does this animation has many frames? or do you have IDLE animation using same script as above
Just a minute... you said that you want the turrets to move back and forth but the script above forces turret at robotrig's position  ??? . Are you using offset trick to move turret back n forth?
If you do, Spawngun might be used here

Miru said:
How does that script work? Is it something that detects enemy hitboxes to fly up and attack?

:-[ Oops, why did I say script before... I meant since homing missiles use WALK animation to move around, you could add ATTACK animation with narrow rangex and rangez but tall rangea to detect airborne enemies

DJGameFreak TheIguana said:
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.

Hmm... that means you might need to change airborne enemies to normalize their offset and use seta or use subject_to_gravity 0 instead
 
Bloodbane said:
Miru said:
How does that script work? Is it something that detects enemy hitboxes to fly up and attack?

:-[ Oops, why did I say script before... I meant since homing missiles use WALK animation to move around, you could add ATTACK animation with narrow rangex and rangez but tall rangea to detect airborne enemies

So could that attack command also be used to make missiles descend downward to attack from above? Would probably work well in 2D stages to hit enemies from above. I wonder if there’s also a good method to make a wall-running projectile.
 
While playing, I find that Spaz briefly turns into Epsilon Eagle for one of his knockdown animations when the Big Arm uses its needle cannon attack on him.  I think Blaze's flip kick could be used as part of her walk combo, as it's already used as a dodge.
 
While playing, I find that Spaz briefly turns into Epsilon Eagle for one of his knockdown animations when the Big Arm uses its needle cannon attack on him.
That was one of the new fall animations without the bbox. I'll try to keep this in mind.

I think Blaze's flip kick could be used as part of her walk combo, as it's already used as a dodge.
meh, I don't think it'll make much of a difference. BTW, I think slide attacks would be a better name for that.

x)
 
Has a solution to the Robo Rig problem been found yet? Is SpawnGun satisfactory? Or are they going to be more like satellite weapons?
 
Pretty sure this is an engine bug, but it's still rather amusing: I beat Speed Slider as Sonic just as he died, and on the map he was there with his defeated icon and zero hit points, which continued into Emerald Hill Fleet before he was hit and I had to switch characters.

Also, maybe when there's only one Robocrusher left, the remaining Robocrusher could also get a launcher attack if it pounds down away from the player? Or would that make the fight too hard? Or would the energy ball (Genesis and Mania, or Master System and GG), lightning beam (Master System), and berserk smash (Mania) attacks work for it? Though admittedly some of those attacks would work better in a hypothetical rematch later on.

[attachment deleted by admin]
 
Miru said:
ryomaneo said:
can you add biker mice from mars to the mix that would be awesome as well as extreme dinosaurs maybe wonder boy chars as well keep up the terrefic work

Biker Mice From Mars are confirmed. I too want the Extreme Dinosaurs in, but that we’ll just have to wait and see.

There are several characters that i'd love to see (lucky for me biker mice are in, because they'd be at the top of my list, by far n.n! other than Teenage Mutant Ninja Turtles, which luckily are included in SUB from the start~!), like cowboys of moo mesa, bucky o'hare (even though they use guns, it could be implemented like in "MegaSonic", maybe?), maybe even swat kats.  The problem i see is that they would not fit either the sega universe, which rules out "Sega Brawlers Megamix", nor the sonic universe. Perhaps, they would be better suited in "Super Universe Brawl". Another problem is, there is a lack of sprites for "Extreme Dinosaurs" and "Street sharks"...i think the dinosaurs for hire sprites would lend well to editing into the 'Stegz' & 'Spike', yet i know it is easier said than done and that would be time consuming n.n,,
Anyway, i hope i'm not going too off-topic here n.n, keep up the awesome work, i've been playing sega brawlers, universe brawl and they're really great!So is this game.
 
Nickokapo said:
Miru said:
ryomaneo said:
can you add biker mice from mars to the mix that would be awesome as well as extreme dinosaurs maybe wonder boy chars as well keep up the terrefic work

Biker Mice From Mars are confirmed. I too want the Extreme Dinosaurs in, but that we’ll just have to wait and see.

There are several characters that i'd love to see (lucky for me biker mice are in, because they'd be at the top of my list, by far n.n! other than Teenage Mutant Ninja Turtles, which luckily are included in SUB from the start~!), like cowboys of moo mesa, bucky o'hare (even though they use guns, it could be implemented like in "MegaSonic", maybe?), maybe even swat kats.  The problem i see is that they would not fit either the sega universe, which rules out "Sega Brawlers Megamix", nor the sonic universe. Perhaps, they would be better suited in "Super Universe Brawl". Another problem is, there is a lack of sprites for "Extreme Dinosaurs" and "Street sharks"...i think the dinosaurs for hire sprites would lend well to editing into the 'Stegz' & 'Spike', yet i know it is easier said than done and that would be time consuming n.n,,
Anyway, i hope i'm not going too off-topic here n.n, keep up the awesome work, i've been playing sega brawlers, universe brawl and they're really great!So is this game.

TMNT and Swat Kats can be found and unlocked (clear "Manhattan" and "MegaKat City" to obtain them).
 
Ohh, the swat kats are in it?My day just got better ehehe x'3 thanks for the info, i'll try that then!!

Edit: yay!even the ninja turtles are featured aswel!!i wasn't expecting TMNT ;D even better!That's awesome.
edit2: omg omg omg x'3 klonoa!he's one of my favorite characters ever alongside tails. Also the jazz jackrabbit 2 crew!!that's so cool n.n i was very surprised.

I had so much fun with this one, and i was thinking, the jazz jackrabbit characters will probably add a lot of replay value to me. Because, ever since i've played the "Bucky O'hare" arcade game, i've really took a liking to the gameplay style,  a beat 'em up in essence, but with constant weapon carrying and no bullet limit, another example, altho a bit slower paced for my taste but still great, is the "Robocop 2" arcade game by 'Data East'.
I've seen 2 OpenBOR mods like this, to my knowledge, they are "Metal Slug : Beat 'em Up" by 'MAR GAMES' and the other "Zombi West" demo by 'Heat Games' (which seems to have picked up development again this year ;D)
With jazz, i can add this game to the list too x'D (Also, it'd turn the platform levels into "run'n'gun" now that i think about it...fun stuff!)
 
How many stages will be modified in the next update? Some stages, like Mushroom Hill and Toxic Cave, are especially in need of an upgrade.
 
Miru said:
How many stages will be modified in the next update? Some stages, like Mushroom Hill and Toxic Cave, are especially in need of an upgrade.
Stages like those will be the first to be updated, including Tidal Tempest and the like. Stages Chemical Plant and and Metal Harbor need changes in the 2D parts, while stages like Quartz Paradise and Pollution Panic are fine as they are but I will eventually go through and add the random enemy spawners. Also, I decided on a new stage for Campaign 2 for so the moment, only the Leaf zone would be updated, and I think I was gonna slowly update the game that way.

BTW, I know I said in the SUB thread that I would come back to this but I realized how much work that new update will need and decided that I will hold back on this until I finish the Adventure mode for SUB. Some work will be done in small bits in the meantime though.

@Nickokapo:
Nice to know you're having fun with this. There will most likely be more guest characters but it'll take some time. Until then I'll have some other stuff ready by then.
 
I wonder what the new stage is?

Also, is it a possibility for locations to re-occur between campaigns, with different level layouts and objectives for each occurrence?
 
I haven't actually started the new stage yet, I devoted my attention to the NPC menu since it was something I wanted for years now. I'm currently in the middle of making adjustments to every NPC files, each playable character has 3. Normal stage(both 3D and 2D), speed, and flight. It's not the fastest process so I decided to stick with this till I finish all of this.

I had thoughts about re-occurring stages. I guess it will only happen if a new story concept comes up.

X)
 
Could you show more of how the NPC summon mechanic works? I bet it has something to do with the stage dialogue mechanic brought up earlier, to ensure players can see the full story.
 
DJ is using NPC menu system which I've shown with this demo: Map Demo
Play as Arthur and press Attack3 to open NPC menu (read playing notes for more info)
 
Bloodbane: Does your Map Demo work with any build? There are the files in your archive but not the Openbor version.

DJGameFreak TheIguana: I've got this old sprite that I kept for a sonic themed game but I don't think I'll use it soon: it's Magical Cat from Magical Cat Adventure (arcade) if you maybye want to add him to your roster.
2ugnfuv.jpg

2resbwx.jpg
 
kimono said:
DJGameFreak TheIguana: I've got this old sprite that I kept for a sonic themed game but I don't think I'll use it soon: it's Magical Cat from Magical Cat Adventure (arcade) if you maybye want to add him to your roster.

I'll have to think about it. He's really cartoony looking even compared to Earthwom Jim and Crash but he is a anthro character.

Miru said:
Could you show more of how the NPC summon mechanic works? I bet it has something to do with the stage dialogue mechanic brought up earlier, to ensure players can see the full story.
Good to see Bloodbane had you covered. You probably see by now it isn't related to that dialogue script, that checks which entity P1 has and spawns the text depending on said entity. Still haven't utilized it yet but I still plan to, it's just a matter of when.

X)
 
Maybe he could work as a fleeing generic civilian? After all, he does have that sort of look to him moreso than a heroic vibe. He’s so thin, and just very unremarkable in general. He'd just be out of place. The source game wasn’t that great either (very beautiful backgrounds, though). He could also be used as a base for another character (Simpson from Fleetway, probably.). But I do think the spell effects look decent enough. 

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

Also, Kimono, could you tell me more about your game idea?

So, when are we getting more screenshots? And what I meant about the dialogue thing is that it would allow players to experience the full stories of the levels even when playing alone using the NPC function.
 
Back
Top Bottom