Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
DJGameFreakTheIguana said:
Miru said:
Given that it's already a fight against two Sonic-bots, I could easily guess who the third baddie is.
It wont be another Metal if that's what you're thinking.

x)

Woah! Curveball!

And now it gets more curious...
 
Now this gets really exciting. What other stuff awaits players? Didn't you mention two additional playable characters were coming?
 
Miru said:
Now this gets really exciting. What other stuff awaits players? Didn't you mention two additional playable characters were coming?
I did but I haven't gotten to this yet. I think I got most of the stuff I want done, and mostly in need of placing enemies and working on bosses.

x)
 
I still wonder why some characters don't have any holding moves coded? And could you finally show some of the new baddies?
 
Miru said:
I still wonder why some characters don't have any holding moves coded? And could you finally show some of the new baddies?
I'll show the new stuff in due time. About grabbing, some just wont be using it, others(like Sally and Bunnie) I just skipped it.

x)
 
Decided to take some time out to show some screenshots, just 3 though.

The first part of Scrap Brain, a 2D stage with a layout of traps and enemies. One of the new ones can be seen there, the red Dino looking one I named Raptoid. IIRC, it's an unused enemy from Sonic 2, and the sheets I downloaded never provided a name.


2nd part's a speed stage, not much new outside of implementing the spikes with different spawn animation(via script and follow) that BloodBane helped out with. Also just turned them into panels that blink first on the side of the screen, then shoots the actual spikes that hurt you, making it just like it was done in Battletoads.


3rd part, it's a regular 3D level, but like the first part, has a lot of traps. There are NPCs there but I just through them in, they'll be taken out when I finish this entirely. After this, you head to the water zone I made a video of, the elevator I posted a shot of, and the room with the Robotnik screen where you fight the dragons, 2 Metal Sonic's and new boss.

x)
 
I hope the song choices are great! And I also noticed two more Badniks from Sonic 2 at the first level.
 
Miru said:
I hope the song choices are great!
I think they will be. I've got a lot of MP3's from OST's, and I choose or even motivated by some of my favorites.

Code:
And I also noticed two more Badniks from Sonic 2 at the first level.
Yeah, I was in a rush when I made that post. The flying one from Sky Chase is Nebula, and the There's the Mantis from Metropolis. Both form Sonic 2. These are 3 out of 5 new enemies, the other two I made for the water zone after I recorded that video.

x)
 
Nebula looks very interesting as the first OpenBor enemy to my knowledge to attack by dropping shots from above.
 
I also really think you need to fix the bug that gets players stuck on Metal Harbor's first part if they don't terminate every enemy. Maybe via a script? Unlike other bugs in the game, this one is really irritating.
 
It's been on my mind to look that over, but I still have to question how you're missing enemies as all of them are set right in front of you, I've even just played the level again last week on my phone. Also, I don't think that's a bug, that' just how the engine works. Anyway, I'll most likely just make an empty entity that forces the stage to end after the last enemy at the end.

x)
 
Bit of an update on the game, I pretty much finished the 2 new characters I talked about before. If you guys remember when I helped NickyP with his Sonic Satam, I gave him some stuff to use, and I asked for these guys. They're the last 2 of the Freedom Fighters.

First up is Rotor Walrus. Since he mainly used that power drill, I just had it shoot other stuff for special moves. One of his moves though is that he modifies a badnik into an enemy seeking bomb, an idea I got from the Gunner in Dungeon Fighter(My main). He also rides his board on speed stages like the Turtles.



The second character is Antoine D'Coolette. He took a but more effort to edit then Rotor, but I like how they turned out. One move I've yet to finish up. Like Rotor, he rides a board, given how the Freedom Fighters used them for speed and flight in the comic reboot.


Antoine's special attack is based on this attack he did in the comic reboot where he was reintroduced.


As far as Scrap Brain zone, I got most of it done now. Aside from a few things here and there, the major things I have left to work on is where the final battle takes place, and Dr. Robotnik himself, who I've already did some edits on. Here's what he rides the first time you fight him.


x)
 
Rotor's enemy-reprogramming move is incredibly creative! Though I wonder how it will work on organic enemies...

I also suggest Mighty's first special be changed, as it's too similar to the last hit in his combo.

EDIT: Now I see how the enemy-seeking bomb move works in full.
 
Thanks, it's pretty much an example of how I plan on handling future stages, the 3 section of this zone only has 2 stops for groups, while the majority of the level is you fighting enemies but also navigating hazards on the way.

It's a lot of work though, but many of these traps are exclusive to Scrap Brain unless I think of other areas and variations.

x)
 
Will Tails be able to use his flight ability eventually? I hitting the jump button twice and different buttons in the but it seems he can't do it yet. It's one of his trademark moves so it'd be great to see it in the game maybe to maneuver around without getting hit easily :)
 
I see it more as an evasion/movement tactic than an offensive or attack :)

I also wondered why Sonic can't use his spin dash? That was always my favourite Sonic move, charging it up and watching him zoom off :D lol. Manic seems to have some version of it I think.

I'm unfamiliar with a lot of the enemies in this mod because I only played the main Genesis games. Will we see any of those?

This is an impressive mod so far :) I'm enjoying following it's progress. If I had one complaint it would probably be the number of enemies on screen at once. I've lost track of where my character is numerous times because there's swarms of enemies in the way XD haha.
 
Well I thought more about this feature after I commented on it. Yeah, depending on the character and their traits, it could work as both offense and defense.

Sonic's spin dash wasn't added because I focused more on actual combat then just putting in basic moves, and I couldn't even get it to work the same way in the games anyway. Manic on has it because his list of moves were shorter, but Sonic's 3rd attack is basically the same thing, bash through enemies.

I see, you have even played Sonic gem's collection? Anywho, a lot of them are from Sonic CD and a few from Knuckles Chaotix, I found their more appealing and versatile then the genesis badniks. If I have a use for them, I'll add them. In fact, I posted a screen shot featuring 3 of them which will be new.

Thanks, glad you're enjoying the game. There's a lot of enemies because I wanted this to feel more then just a regular beat'em up and give more reason to use those 4 special attacks each char has. The amount of enemies is based on Gunstar Heroes where you would be swarmed by enemies pretty often.

x)
 
Are even more screenshots coming? Maybe a video? Because the Eggman battle looks decent.
 
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