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Bienvenidos a SRB2-Spain


Sonic Robo Blast 2 es un 3D Sonic the Hedgehog fangame construido utilizando una versión modificada del puerto de origen Doom legado de Doom. SRB2 está estrechamente inspirado por el original juegos de Sonic de la Sega Genesis, y los intentos de recrear el diseño en 3D. Mientras SRB2 no está terminado, que ya incluye un montón de niveles, enemigos, velocidad y mucho de la diversión que los juegos originales de Sonic siempre.




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Four 2.1 Tidbits

Mystic - Abril 1, 2012

Ha sido un tiempo desde que hemos publicado ninguna información sobre el progreso de 2.1 's en la primera página, así que aquí tiene algunos datos aleatorios del equipo de desarrollo:

Armageddon Shield Los gráficos escudo finalmente está consiguiendo una renovación en el punto 2.1, con una imagen única para cada escudo. Esto significa que va a ser posible averiguar lo que usted tiene en pantalla un mapa de colores, así como en la oscuridad. También acaba de aspecto impresionante, ya que esta captura de pantalla del escudo muestra el Armagedón.
Statistics Screen Emblemas también están recibiendo una dramática renovación, ya que esta captura de pantalla y sorta muy beta demuestra. Si bien no vamos a dar detalles precisos de lo que el nuevo sistema implica, el jugador ya no tendrá que preocuparse por toparse con un emblema que no pueden cobrar. Ahora puede probar el arco iris emblema.
Ataque Registro ahora le permite competir contra los fantasmas de tus repeticiones anteriores. El juego guarda automáticamente una repetición de su tiempo más rápido, más alto puntaje, y la mayoría de los anillos, así como el intento más reciente de la etapa. Durante la reproducción, muestra todas estas repeticiones a la vez como fantasmas, lo que le permite competir directamente en sus mejores intentos. También se puede competir contra una repetición invitado a probar su suerte contra el mejor momento de un amigo.
Creator.wad Screenshot SRB2 ahora soporta scripting Lua. Lua es un lenguaje de scripting que permite modificar SRB2 con mucha más flexibilidad que la SOC, que le permite cambiar un montón de cosas que antes requerían un EXE personalizado. Como ejemplo, aquí hay una captura de pantalla de creator.wad, un fajo de pruebas para la función. Creator.wad es un mapa competitivo jugado en el tipo de juego Coop, donde se selecciona a un jugador al azar para el piloto Eggmobile para diseñar su propio diseño GFZ3 arena, y luego luchar contra el resto de los jugadores en el mismo. El jugador poniendo a prueba el Eggmobile tiene acceso a todos sus ataques normales y habilidades de movimiento, y tiene ocho imparables al igual que la cosa real.

Al igual que con todas las actualizaciones anteriores, los detalles exactos pueden cambiar en el futuro, y de hecho en algunos de estos casos, estas imágenes no están actualizados ya. Estas características son funcionales en la actual versión beta, aunque no están totalmente completa.





Jorklenis2 - December  7, 2011  

 

NiGHTS Special Stage Preview

Mystic - December 6, 2011

We’ve been talking about this a bit on the chat and forums recently, but we haven’t actually shown anything on the main page, so it’s time to provide some new information about the upcoming NiGHTS special stages. As with the last preview post, everything you see here is a work in progress and subject to change, so don’t take these screenshots to mean that the final versions will look exactly like this. Click on the images for far more detail.

Special Stage 1 The new special stages are based on our main single player zones, so the first one is based on GFZ. This area is large and simple, with a low blue sphere requirement, easily shown by the red background in the upper left of the HUD signifying that the requirement is already met.

 

Also, the powerups that were previously invisible while active are now visually represented on-screen for the duration. The helper is now a flicky, which you can see in the middle of all the particle effects in this screenshot.

Special Stage 2 Special stage 2 is based on THZ, and is much larger, with multiple rooms, and several indoor areas. The difficulty level is still extremely low, so feel free to relax and continue to get a feel for the mechanics.
Special Stage 3 Special stage 3, following the pattern, is based on DSZ. It’s impossible to drown in the underwater sections, but the level is quite large and has a large blue sphere requirement.
Special Stage 4 Special stage 4 is a revamped version of Slumber Circuit Zone, retextured to look like CEZ. The track layout is mostly the same, but the object layout is pretty heavily modified, and starts to up the difficulty level a bit.

 

Like the helper, the super paraloop powerup is shown by a red spark trail for the duration. As an additional aid, the name of the powerup is written out for a few seconds after grabbing it, to clarify what it does. This should help players actually learn what the powerups do, as we’ve found a majority of SRB2 players don’t know what the NiGHTS powerups do.

Special Stage 5 Special stage 5 is a revamped version of Spring Hill Zone, retextured to look like ACZ. Some of the extra territory has been removed to streamline the map, such as the long loop around the lake, and the stage is now much faster-paced in general. The time limit is also quite strict and the object layout has been moved around a bit in places.

Not shown are special stage 6 (RVZ) and special stage 7 (ERZ), which are both not far enough along to provide screenshots that aren’t missing objects entirely and displaying weird things like time limits of several hours. Expect the difficulty of those two stages to be quite brutal when we do have them completed. While we hope to have NiGHTS special stages included in 2.1, like everything else we preview, they will arrive when they’re actually done. The user interface and HUD improvements are already in 2.1, though, so the cleaner implementation and user-friendliness changes will be included in the next release regardless.


 

Jorklenis2 - Julio 17, 2011 
 
Post By Mystic in www.srb2.org and www.mb.srb2.org
 
Small 2.1Preview
 

 

It’s been a long time since we posted any actual news of the progress of 2.1 onto the main page, so here’s a bunch of screenshots of updated stages for your viewing pleasure and speculation. As a reminder to everyone, all the content posted here is of a work in progress, and could see massive changes before actual release. Click on the pictures for full, enormous 1920×1200 detail.
 

 

v2.1 Greenflower Zone Act 1 Preview

A new alcove in GFZ1 demonstrating the Whirlwind Shield with a trail of rings. GFZ1 has had a few minor modifications to help improve how well it teaches players our gameplay mechanics.

v2.1 Techno Hill Zone Act 1 Preview

The underground tunnel in THZ1 has been dramatically redesigned to not involve jumping on small barrels over slime. THZ1 in general has had small modifications to get rid of annoying and tedious sections of the stage.

v2.1 Techno Hill Zone Act 1 Preview

A view of the exit of the new Knuckles path and the designed look of the outdoor areas of THZ1.

v2.1 Techno Hill Zone Act 1 Preview

A part of the Knuckles path itself. Knuckles is forced onto this path where the long, empty hallway used to be. Hopefully several other stages in 2.1 will manage to get their own Knuckles areas.

v2.1 Techno Hill Zone Act 2 Preview

THZ2′s difficulty has been eased up a bit in a few areas. In this shot we have an alternate path in the turret room, which also doubles as a way out of the slime should the player fall going the other way.

v2.1 Techno Hill Zone Act 3 Preview

Another difficulty nerf, this time to THZ3. There are now walls to protect the player from rebounding off of the train car into the pit. The first bottomless pit in the game is now in DSZ2.

v2.1 Deep Sea Zone Act 1 Preview

Deep Sea Zone was made slightly easier in general, with floors where pits used to be and extra air bubbles in places. The water at the start of Act 1 now rises slower, and only reaches up to this height.

v2.1 Deep Sea Zone Act 2 Preview

Should you fall in the platforming section after the underwater waterslide, there is now a way out of the water without going through the incredibly long zoom tube and doing the entire waterslide over again. Many other quality of life issues along these lines have been fixed in general.

v2.1 Deep Sea Zone Act 3 Preview

A few of the more boring visual areas have been spruced up a tad. DSZ3 is probably the most dramatic.

v2.1 Castle Eggman Zone Act 1 Preview

CEZ1 has been pretty dramatically changed to be a lot more consistent in theme and gameplay. There are no longer waterslides here; falling will now lead to a secondary path.

v2.1 Castle Eggman Zone Act 1 Preview

Another room from the previous version retouched. The texturing in CEZ1 varies a lot now, putting some of the Lime Forest textures into the single player game.

v2.1 Castle Eggman Zone Act 1 Preview

A part of the new, unfinished Knuckles pathway. As with THZ1, Knuckles has no choice but to use it, but unlike THZ1, Tails can select this route as well.

v2.1 Castle Eggman Zone Act 2 Preview

The new CEZ2 is slightly harder than the older version, as easily shown here in the dungeon, with a bottomless pit replacing a floor with a few spikes.

v2.1 Castle Eggman Zone Act 2 Preview

One of the new outdoor rooms, showing the new textures and the entrance to the library.

v2.1 Castle Eggman Zone Act 2 Preview

CEZ2 contains a significant amount of completely new content. Here is one of the rooms in the library. Plenty of other new areas are here to explore along with the revamped older content.

Finally, as a reminder, many pieces of information on upcoming content for SRB2 can be found on the Wiki’s In Development page, which is a rather well compiled list of things we’ve said on IRC and the forums about our progress. Of course, just because we planned to do it in the past when we made those statements doesn’t mean we’re actually going to go through with it, so take everything you see there with a grain of salt.

 
 
 Esto y mas Todo lo mejor en SRB2Spain.   



 

 

 


 
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