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Post by Wonder Power on Jun 4, 2023 15:43:44 GMT -6
System.setGlobalVariableValueByName("EggmanBlue.burnType", 0)
I'd say you should store the user selected value before setting this one and restore it after the LBZ animation plays. The extra little animation when the boss flees won't play anymore after this one.
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on Jun 5, 2023 1:43:43 GMT -6
System.setGlobalVariableValueByName("EggmanBlue.burnType", 0)
I'd say you should store the user selected value before setting this one and restore it after the LBZ animation plays. The extra little animation when the boss flees won't play anymore after this one.
Please explain. I just quickly went from the LBZ fight to the Egg Hanger fight in FBZ via the act select and everything appeared fine for me.
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on Jun 5, 2023 1:51:52 GMT -6
bug report:when i put on the mod ALL of sonic's sprites are gone and no matter what order it is its the same result thanks for listening Sound like a mod compatibility problem on your end. This has nothing to do with my mod.
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on Jun 5, 2023 1:53:32 GMT -6
Heya, me again. Sorry if I'm being a bit demanding, but I wonder if it'd be possible to implement the following improvements here. AIZ: Super Sonic kicks up sand plumes when flying over the beach. Tails appears by walking into the scene from the left-hand side of the screen instead of flying in from above. When pressing a door switch, the screen shakes. Underwater flames in Act 2 were removed. The green bomber in Act 2 was lowered to show the section of it unseen in the original game. MGZ: The Egg Drillster Mk. II now spawns to the right instead of the center. CNZ: Sonic, Tails, and Knuckles now look up and duck when moving the barrels up and down. In Act 2, the animals freed from the Egg Capsule in Knuckles' route now bounce around him during the score tally instead of leaving as soon as they're released. ICZ: The snowfall during the fight with Big Icedus in Act 1 is now semi-transparent. LBZ: Sonic, Tails, and Knuckles now look up when riding up the teacups. Knuckles' bomb in Act 1 flashes the screen when it explodes. The Eggmobile "takes damage" when Knuckles punches it, flashing and playing the damage sound effect. A score tally appears after defeating Big Arms, and it uses the previously-unused Sonic & Knuckles All Clear jingle instead of the standard Act Clear theme. The sky fades just before the score talley appears, the Death Egg also falling during the talley. Knuckles no longer alternates between his hurt and falling sprites in the cutscene after his Act 2, having a new frame for his falling sprites. MHZ: Hey Ho doesn't turn until it starts chopping, the animation for which now includes a sprite that was unused in the original game. The Mad Mole piloting the Flying Battery after the score tally had its graphic edited to be consistent with the ones encountered in the rest of this zone. All characters will use the new rotated Look Up sprites when watching Eggman/Eggrobo in the cutscene after Act 2. FBZ: The beginning of Act 1 has an animation where the player is thrown onto the starting platform from below. The animation for the Egg Hanger has been improved, showing him hopping to the left and right instead of shimmying. Eggman uses a front-facing sprite when Sonic and/or Tails is directly above the Egg Hanger, something that was planned in the original game. The sprite has been redrawn to make him actually look directly up. LRZ: During the transition from Act 1 to Act 2, the foreground in the boss arena shifts to the Act 2 palette rather than remaining with the Act 1 palette. HPZ: When entering the Special Stage in Hidden Palace for the first time, Sonic, Tails, and/or Knuckles will use the new rotated Look Up sprites when viewing the Chaos and Super Emeralds.The teleporter that appears in the Super Emerald chamber during Special Stage visits is present during Eggman's theft of the Master Emerald. After Eggman escapes, the floor below Sonic (and/or Tails) and Knuckles breaks off in a cascading fashion rather than all at once. Knuckles taps his foot before motioning for Sonic and/or Tails to come with him. Knuckles can be seen approaching the teleporter to Sky Sanctuary. In the original game, he is already there when the camera unlocks. DEZ: After defeating Red Eye, the entire floor breaks off in a cascading fashion rather than all at once. Pretty much what the other guy said, a lot of these would be impossible to recreate in 3air.
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Post by Wonder Power on Jun 5, 2023 5:52:48 GMT -6
System.setGlobalVariableValueByName("EggmanBlue.burnType", 0)
I'd say you should store the user selected value before setting this one and restore it after the LBZ animation plays. The extra little animation when the boss flees won't play anymore after this one.
Please explain. I just quickly went from the LBZ fight to the Egg Hanger fight in FBZ via the act select and everything appeared fine for me. On a continuous playthrough without returning to the main menu (LBZ -> MHZ -> FBZ ...) EggmanBlue.burnType remains 0 so the animation won't play in this case.
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Post by thebeard on Jun 5, 2023 6:25:10 GMT -6
Heya, me again. Sorry if I'm being a bit demanding, but I wonder if it'd be possible to implement the following improvements here. AIZ: Super Sonic kicks up sand plumes when flying over the beach. Tails appears by walking into the scene from the left-hand side of the screen instead of flying in from above. When pressing a door switch, the screen shakes. Underwater flames in Act 2 were removed. The green bomber in Act 2 was lowered to show the section of it unseen in the original game. MGZ: The Egg Drillster Mk. II now spawns to the right instead of the center. CNZ: Sonic, Tails, and Knuckles now look up and duck when moving the barrels up and down. In Act 2, the animals freed from the Egg Capsule in Knuckles' route now bounce around him during the score tally instead of leaving as soon as they're released. ICZ: The snowfall during the fight with Big Icedus in Act 1 is now semi-transparent. LBZ: Sonic, Tails, and Knuckles now look up when riding up the teacups. Knuckles' bomb in Act 1 flashes the screen when it explodes. The Eggmobile "takes damage" when Knuckles punches it, flashing and playing the damage sound effect. A score tally appears after defeating Big Arms, and it uses the previously-unused Sonic & Knuckles All Clear jingle instead of the standard Act Clear theme. The sky fades just before the score talley appears, the Death Egg also falling during the talley. Knuckles no longer alternates between his hurt and falling sprites in the cutscene after his Act 2, having a new frame for his falling sprites. MHZ: Hey Ho doesn't turn until it starts chopping, the animation for which now includes a sprite that was unused in the original game. The Mad Mole piloting the Flying Battery after the score tally had its graphic edited to be consistent with the ones encountered in the rest of this zone. All characters will use the new rotated Look Up sprites when watching Eggman/Eggrobo in the cutscene after Act 2. FBZ: The beginning of Act 1 has an animation where the player is thrown onto the starting platform from below. The animation for the Egg Hanger has been improved, showing him hopping to the left and right instead of shimmying. Eggman uses a front-facing sprite when Sonic and/or Tails is directly above the Egg Hanger, something that was planned in the original game. The sprite has been redrawn to make him actually look directly up. LRZ: During the transition from Act 1 to Act 2, the foreground in the boss arena shifts to the Act 2 palette rather than remaining with the Act 1 palette. HPZ: When entering the Special Stage in Hidden Palace for the first time, Sonic, Tails, and/or Knuckles will use the new rotated Look Up sprites when viewing the Chaos and Super Emeralds. The teleporter that appears in the Super Emerald chamber during Special Stage visits is present during Eggman's theft of the Master Emerald. After Eggman escapes, the floor below Sonic (and/or Tails) and Knuckles breaks off in a cascading fashion rather than all at once. Knuckles taps his foot before motioning for Sonic and/or Tails to come with him. Knuckles can be seen approaching the teleporter to Sky Sanctuary. In the original game, he is already there when the camera unlocks. DEZ: After defeating Red Eye, the entire floor breaks off in a cascading fashion rather than all at once. Pretty much what the other guy said, a lot of these would be impossible to recreate in 3air. Perhaps you could consider the ones that WOULD be possible? EDIT: Turns out there's something missed here too. In Origins, the rockets that activate after Knuckles falls off the scaffolding in LBZ flicker instead of being static like in S3&K. (Not the rockets themselves, the fuel that's blasted out of them) This, like the 360 turning in MGZ Halls was also implemented into a Sonic 3 hack called Sonic 3 Unlocked. EDIT 2: I've seen a mod called Original Zone Order start FBZ with Sonic launching in from below, so I know it's possible to have him jump up at the start. The FBZ Pilot in MHZ2 should be easy enough with Renderhooks, right? There was also a mod before that tried to implement Origins' new looking sprites, it had a few bugs involving scenes using the looking sprites, but those could be ironed out. I also imagine the collapsing floors could be implemented rather easily with some code, granted it might take a bit to get right...
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Post by cottoncandy2c on Jun 13, 2023 0:20:00 GMT -6
Pretty good mod, but would it be possible to add the option to disable the Origins AIZ Mini-Boss cutscene, I am not particularly fond of that change
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Post by 「AxeCrusader」 on Jun 15, 2023 11:47:00 GMT -6
It might be a bit weird but it still says in GitHub that the most recent version is still 1.1 rather than 1.2
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Post by 「AxeCrusader」 on Jun 15, 2023 11:51:12 GMT -6
It might be a bit weird but it still says in GitHub that the most recent version is still 1.1 rather than 1.2 Uh.. scratch that. It was just that the link still directed to the 1.1 version
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Post by Trimint on Jun 18, 2023 6:15:12 GMT -6
Capsule Flys Away of AIZ2 should be togglable as I'm assume that feature is a bug in Origins. And for another note, Origins also had (possibly a bug) feature where Sonic's LRZ2 Capsule stays in place, which I also recommend to make it togglable.
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Post by SyntaxTsundere on Jun 28, 2023 16:56:17 GMT -6
Quick bug report - If you take the Sonic path as Knuckles through LBZ2 (reaching the Death Egg platform for the boss fights), you'll end up softlocked, as the end-stage sequence never triggers.
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Bonedude
Switch
Hello, I'm just a random mod downloader.
Posts: 21
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Post by Bonedude on Jun 29, 2023 20:53:58 GMT -6
If you enter Sonic's LRZ boss arena with Knuckles (specifically through mods), the rock still falls despite never being activated. Could you please fix this? Also, on a somewhat related note, could you fix Knuckles' spawn point in said area so he doesn't die immediately?
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Post by witherboom1234 on Jul 14, 2023 12:57:51 GMT -6
When will be update 1.4 ?
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Purple
Spikes
2024 starts now
Posts: 13
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Post by Purple on Sept 12, 2023 15:14:56 GMT -6
The new update is great! I'm glad that this fantastic Mod continues to be updated.
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Post by moekleley on Sept 30, 2023 12:52:48 GMT -6
Is Knuckles ment to be able to activate the blue wheel in MGZ by gliding into it?
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