Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
Miru: I like this "Powerless Sonic" concept, so I downgraded Miles with only one tail, Knuckles with the original color of the animal:
27zga3n.png

I'm waiting for a good Sonic Maker for creating a true sonic adventure with Magical Cat environment (I don't know if I can post a video of an other engine?):
 
Miru said:
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.

Too generic compared to civilian mobians usually seen in the archie or fleetway comics, which is why a redesign may be the only thing getting him in at all.

So, when are we getting more screenshots?
Soon, I've spent all this time switching between the NPC menu for this and Universe Brawl. The menu so far seems to be ok and will be the only thing in this next update, so no new stage in this or the next update, cause that's gonna focus on something I'm adding to every character, thankfully less complicated then a script.

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.
Haven't given much thought to this but hopefully it's not a big issue switching the script from detecting players to NPC's.

kimono said:
I'm waiting for a good Sonic Maker for creating a true sonic adventure with Magical Cat environment
Sounds like a cool idea, I'm sorta burned out on seeing the classic over and over.

X)
 
Ok, got some new videos up, all 5 of them using the NPC menu.

There's 3 more on my channel for those who care.  ;D
https://www.youtube.com/channel/UCsoh7DIwJxz-zLr3MWRgb9A

X)
 
The latest update featuring the NPC menu has now been uploaded, it uses the attack3 button. Download it here.
https://gamejolt.com/games/SonicAdventureRevolution/198561

X)
 
So, the NPC summon function replaces one of the special attacks... I thought it would be the CHARGEATTACK animation that would be used for the summon menu. I have a solution; perhaps once the summon limit is reached, the old special attack is re-enabled? (I noticed Sonic can perform that attack while walking) Now I wonder what other small changes are coming next...

I did have tons of fun with the summon feature, though!

Leaf Forest has also gotten an overhaul, with the first sections having random enemy spawners now. Although I feel it's not totally complete yet, it feels like there should be a couple more mini-bosses in the stage.
 
Miru said:
So, the NPC summon function replaces one of the special attacks... I thought it would be the CHARGEATTACK animation that would be used for the summon menu. I have a solution; perhaps once the summon limit is reached, the old special attack is re-enabled?
I already have one, it'll be redone soon. Using attack 3 was Bloodbane's idea btw.

(I noticed Sonic can perform that attack while walking)
A mistake on my part, guess I missed it but that's how they'll be re-implemented, Sega Brawlers style. The thing is I'll have to add a new attack for every character while I'm at it.

Now I wonder what other small changes are coming next...
I actually had another idea that I just have to act on so this will come later.

Leaf Forest has also gotten an overhaul, with the first sections having random enemy spawners now. Although I feel it's not totally complete yet, it feels like there should be a couple more mini-bosses in the stage.

Lol, I knew I forgot something. I need to put back the original stage.  :P

X)
 
Here for another bug report. The summon function seems to work best in  the 3D stages and the board stages. In 2D stages, the spawn offsets don't always work out and often leave summons trapped. In running stages, summons have a tendency to go AWOL, yet cannot be replaced with attack3. (use "subjectoscreen" for that)

By the way, I think pressing attack+jump would be a good method for activating the summon screen.
 

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Miru said:
Here for another bug report. The summon function seems to work best in  the 3D stages and the board stages. In 2D stages, the spawn offsets don't always work out and often leave summons trapped. In running stages, summons have a tendency to go AWOL, yet cannot be replaced with attack3. (use "subjectoscreen" for that)

By the way, I think pressing attack+jump would be a good method for activating the summon screen.
Keep in mind NPC were barely being used outside of secret characters so programming all of them at once to fit every situation will take some time. As for summoning them in 2D stages, that's something I'd have to go to Bloodbane about. Also, using subject to screen in some of those 2D stages could force them into a hole or something. These are fixes I'll get to at a later time.

kimono said:
DJGameFreak TheIguana: I think that your game need less enemies and more level design like platforms, curves, slopes...you can also double size your sprites.
That's cool that we can summon a npc ally.
Most characters are designed to take on a lot of enemies at once, especially when your freespecials make you invincible and most enemies have 20 to 40 health and most character do an average of 10 damage, that being said, some characters can use a bit more work. Also, I'm trying to design this mod to be more akin to Gunstar Heroes and Contra Hard Corps, lost of enemies and fast paced action. This is why there's less level design cause I'll be focusing more on, what the creators of Sonic Dissected call "set pieces" though I can't find which video talked about that specifically. For example there's 2 places you destroy enemies spawners, destroying bombs before they go off, and taking down an entire fleet of ships. One stage didn't even have any "wait" commands on it to make playing through it faster.

This is all mid way into a project I had already started years ago and changing things up, so this will take some time, trial, and error to get things right, but hopefully in the end this will be a bit more then a run of the mill Sonic beat'em up, I even went back and made every character faster a while back. Problem is if I do something to big or too much of something at one time I get burnt out, so again, it'll take some time.

Thanks to the both of you for the feedback though.

X)
 
I only meant for the subject to screen property to be used for the running stage NPCs, to counter the problem I mentioned before, which only happened in those.  I also noticed Slicer, Raptoid, & Nebula aren’t in the random basic enemy spawners for the stages yet.
 
Now that I played it, the NPC need to have anim jump for them to jump on platforms. Also, I discovered that the NPC select slot is hidden, even with the cursor. I suggest you set up with higher setlayer value in order to make it frontal of all backgrounds and foregrounds, plus entities. You're not using panel type as a panel in the stage shown in the attachment, are you? You also need to add subject_to_wall 1, subject_to_minz 1 and subject_to_maxz 1 and for your NPC so that they won't get stuck around wall platforms. subject_to_wall 1 works when you're NPC are not immune to walls. I guess if any NPC are killed, you could summon again.
 

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This game rock, but it is very heavy for devices with small amount of ram... There is a easy way to make a light version, maybe rencoding Image and sprites?
 
Here's what I'll do Miru and Maxman, once I get back to this I'll see about making those change and upload a it for any one who'll try it out.

Zanac, I have no idea what rencoding is, but I'll give it a shot if someone can explain what it is and if there's a way to di this with multiple images rather then one at a time, cause there's a lot of material in this mod.

X)
 
DJGameFreak TheIguana said:
Zanac, I have no idea what rencoding is, but I'll give it a shot if someone can explain what it is and if there's a way to di this with multiple images rather then one at a time, cause there's a lot of material in this mod.

X)
I just try to look into your pak....

what i have seen is that a lot of bytes are used in music, and there is also some music that (maybe) is duplicated, for example: turtlpow.bor turtlpow.ogg

The first suggestion is reduce quality (mono is sufficient for low-end devices like Rasbperry or Pandora Allwinner)... also remove unused files for reduce memory of pak usage.

I have seen also some very big "bmp" files, like mecha_sonic_sprite_sheet_by_shadefalcon-d35ggp1.bmp

Can be removed from the pak?

If you try to package a sonic-light.pak with music in mono and without unused bmp files, i will try to load in Allwinner Pandora, that has small amount of ram....
 
Oh right, the extra stuff I meant to clean out. Didn't know that effected the total ram of the mod though, I thought that was just the necessary files being loaded. That's something I'll have to get back to. The music, yeah, would be best to do them after cleaning out the data folder so the copy wont have the extra files.

X)
 
Actually my board is an embedded with only 256mb of ram, your mod is one of the slowest to load... I think that the reason is that pak is 512mb and is using swap for load it..... When you have made these changes i will give you feedback
 
Real talk, there are a lot of bugs and issues with this game.

1) The text style used for the menus looks terrible and is barely readable.
2) Some of the sprites have palettes which are broken.
3) Using attack 4 creates this weird broken menu to pop up which summons other characters into battle.

Overall though, it could be a lot worse.
 
J9_2R said:
Real talk, there are a lot of bugs and issues with this game.
You only listed 3 though.  :o

1) The text style used for the menus looks terrible and is barely readable.
This is the exact same font from Streets of Rage, unless you just don't like it's style. Being unreadable only depends on certain spots, but I know they're at least legible.

2) Some of the sprites have palettes which are broken.
Not sure what that means, I'd need an example of this.

3) Using attack 4 creates this weird broken menu to pop up which summons other characters into battle.
That's not a bug, and I made sure to let everyone know that menu was put there to let people summon NPC's, I even made several youtube videos of it. I also checked the last zip file I made and I mentioned it there, though I noticed in several videos other people made, a lot of people don't read it.

Overall though, it could be a lot worse.
Still a work in progress, and there's older stuff I put in that going to get reworked in the future and have new additions. Thanks for the comment, I'll be trying to make this mod better as I progress.

X)
 
Hey guys, I've got the next update for ready. Sorry for the lack of presentation but I got burnt out trying to get this mod ready for the SAGE event and taking a much needed break for a while. I wanted to come out with a big presentation for it once I got this finished but time got away from me. Here's the new stuff I worked on.

1. Every character is even faster then before. The fastest characters like Sonic and Shadow have a walking speed of 30 and running speed of 40. The Slower characters like Omega and Rotor are at 27 and 38.

2. Mid-air actions have been added for every character, jump dash or glide by pressing the jump button twice. I wasn't able to implement it right for character meant to fly like Tails and Charmy, so they just glide for now rather then actually fly, this will be fixed in the future.

3. 8 new characters have been added, and this took up most of the work for this update. All 8 characters are from the U.K. Sonic the Comic/Fleetway canon, 2 from the online fan comic, for those who don't know, is based on the original comic that was discontinued over a decade ago and continues it's narrative.

4. Sally, Bunnie, and Manic have different/new sprites now, getting rid of the MUGEN ones I had been using since they didn't fit. Sonia was going to get new sprites to, but I wasn't able to get someone to do them yet, plus time constraints.

Once more, when I get back to working on this and finish some new stages, I'm gonna try going back and redoing or adding to older stages with some of the design choices I'm focused on now, more fast paced action rather then a straight beat'em up, with shorter stage or at least less waits.

The link is located here at my SAGE booth, which was what this new update was being made for.
https://sonicfangameshq.com/forums/showcase/sonic-adventure-revolution-v13.364/

If any bugs are found  with the new cast is found, I'll try to get to fixing them when I can. I didn't get everything I wanted  in this update before the event either.

X)
 
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