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Sonic Robo Blast 2 v2.1 Launches Only took us like four years

#61 User is offline Yeow 

Posted 18 March 2014 - 07:15 PM

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Dunno about you guys but this SRB2 mod (called SRB2 Top Down) looks kinda fun to play in my opinion. It places the camera in a slight top-down position and features co-op multiplayer. It's basically SegaSonic the Hedgehog/Sonic 3D Blast meets Super Mario 3D World (which were all listed as inspirations for the thread). The developers say they're working on porting it to SRB2 2.1.



Got gears turning in my head how a Sonic game with Super Mario 3D Land/World's game design mentality (a 3D Mario game designed to play like a 2D Mario game) would be like.
This post has been edited by Yeow: 18 March 2014 - 07:21 PM

#62 User is online W.A.C. 

Posted 18 March 2014 - 07:34 PM

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View Post.Luke, on 18 March 2014 - 04:23 PM, said:

Told ya it was way better than Xpadder's mouse emulation. =P And yeah, character abilities have always only worked in 8 directions, dunno why.

I think I might drop this stuff in a bug report topic over at the SRB2 message board, with xinput not cooperating, unless you want to. It's a pretty big, decade-old issue that affects directional and acceleration controls for most controllers I've used in analog mode.

Done. [LINK] The more attention given to this issue, the better.

View PostYeow, on 18 March 2014 - 07:15 PM, said:

Dunno about you guys but this SRB2 mod (called SRB2 Top Down) looks kinda fun to play in my opinion. It places the camera in a slight top-down position and features co-op multiplayer. It's basically SegaSonic the Hedgehog/Sonic 3D Blast meets Super Mario 3D World (which were all listed as inspirations for the thread). The developers say they're working on porting it to SRB2 2.1.

Got gears turning in my head how a Sonic game with Super Mario 3D Land/World's game design mentality (a 3D Mario game designed to play like a 2D Mario game) would be like.

That mode is insanely awesome.

#63 User is offline BlazeHedgehog 

Posted 19 March 2014 - 12:59 AM

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There are a lot of checkpoints that start you facing the wrong way. This and this are the only two I have screenshots of.

Also, I'm not sure if I'm the only one experiencing this or not, but I have to turn analog mode off and then back on again every time I start the game, otherwise it saddles me with tank controls.

#64 User is online W.A.C. 

Posted 19 March 2014 - 02:22 AM

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View PostBlazeHedgehog, on 19 March 2014 - 12:59 AM, said:

Also, I'm not sure if I'm the only one experiencing this or not, but I have to turn analog mode off and then back on again every time I start the game, otherwise it saddles me with tank controls.

It's happening to everyone who uses analog controls. [LINK]

#65 User is offline GT Koopa 

Posted 19 March 2014 - 06:05 PM

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I just realized the music for Castle Eggman Zone and the boss theme are the same tune.

#66 User is offline Yeow 

Posted 20 March 2014 - 06:04 AM

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Welcome to the Super Sonic Robo Blast 2 Kart Mod! Start your engines!



#67 User is offline winterhell 

Posted 20 March 2014 - 11:07 AM

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Wow very nice!

#68 User is offline Jason 

Posted 20 March 2014 - 12:06 PM

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Jeez, last time I played SRB2 was like 7 or 8 years ago, there were only three levels, the last of which I kept getting stuck on. Now there are full blown Mario ripoff mods!

I keed, I keed. All this looks pretty rad. I'll definitely download this new version soon.

#69 User is offline Strife 

Posted 21 March 2014 - 05:16 PM

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View PostYeow, on 20 March 2014 - 06:04 AM, said:

Welcome to the Super Sonic Robo Blast 2 Kart Mod! Start your engines!




I came. Can't wait for this!

I hope they release some sort of template for adding custom racers - as in, a spritesheet with an empty kart, where you'd just fill it in with whatever racer you want to add.

#70 User is offline Techokami 

Posted 21 March 2014 - 08:14 PM

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So how well does it control? Vehicle-based Doom mods usually have issues with turning.

#71 User is offline Strife 

Posted 21 March 2014 - 08:51 PM

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Welllll, you can download an older version of it here:

http://mb.srb2.org/s...ead.php?t=36732

It needs the 2.0.x version of SRB2 to function. I reckon it gives a basic idea of what to expect from the new one.

#72 User is offline .Luke 

Posted 21 March 2014 - 09:30 PM

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View PostTechokami, on 21 March 2014 - 08:14 PM, said:

So how well does it control? Vehicle-based Doom mods usually have issues with turning.


I haven't tried this mod myself yet, but I did play tons of SRB2 Riders, and that worked surprisingly well without analog controls. I got around the tracks no problem, and from what I'm seeing in the SRB2 Kart video, it looks like it'd feel the same.

#73 User is offline Ell678 

Posted 05 April 2014 - 03:02 PM

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I only played Robo Blast once about a year ago, and I enjoyed it to a certain point (I can't remember where though). I can say I was also enjoying this release to a certain point, and that point is Castle Eggman Act 2. Seriously, there are too many dick moves in the level design followed by bottomless pits.

Before I got to that point though, I did enjoy it quite a bit. It's hugely refreshing to play a decent 3D fangame!
This post has been edited by Ell678: 05 April 2014 - 03:06 PM

#74 User is online W.A.C. 

Posted 06 April 2014 - 02:29 AM

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So I finally beat Aerial Garden Zone with Sonic in analog mode which was a nightmare thanks to the camera when on the converor belts, but I finally did it. Less than a minute after entering Azure Temple Zone with over 20 lives, the game crashed.

Posted Image

Posted Image

I absolutely love this game and I've put over 50 hours into 2.1, but that moment made me rage very loudly. >_>

Edit-

Well, this level is a bitch. I could've used those 20+ lives.
This post has been edited by W.A.C.: 06 April 2014 - 03:44 AM

#75 User is offline .Luke 

Posted 06 April 2014 - 07:44 AM

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You're lucky, I can't even get past Castle Eggman Zone because the boss keeps crashing on the Linux port. :argh: It's been reported as a bug twice, so I might just have to give WINE another shot on this one while 2.1 gets all its problems ironed out.

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