CajNatalie wrote:For as much scaling as possible, I had to fit 128 enemies in to such a tiny little box... >.<
And, of course, with a timeout and all... here is Scene 5!
Next I'll get a V Hard demo of Stage 5 up - no timeouts at all because the HP isn't ridiculous, lol.
Then I'll be working on the next cutscene... aaaand...
I will need someone(s) to do Beta Testing!
At least one 2P test... I would say do it on Mania but I'm not that evil. You can do a 2P V Hard test if you want.
The other betas can be any difficulty, preferably with SoR3 characters, but it's not a requirement.
Betas will need to be done before the weekend. Feel free to upload to YouTube since there's nothing to spoil and I've uploaded every scene so far anyway.
I'll be putting together a full Blaze Hard run myself.
CajNatalie wrote:I've sent the download links to each of you on YouTube... couldn't find a way to message on this forum.
Have fun trying to break it. ~.o
Also, check the bottom of the first post for the updated difficulty guide. Pick whichever ya want, Neo.
Thanks to both of you.
Anyway... Stage 5 without time-outs...
...took 8 minutes less than on Mania. XD
Thanks, I plan to improve the SoR2 remake some day soon. ~.oCrystalix wrote:Very good work with all three sor mods, I really love this mods especially sor 2 (my favorite part), it's like old good game with new features/characters. now i waiting for sor 3, good luck
I'll be starting Stage 6 once I have reports from NMS and Chan, or when Saturday hits - whichever's first.charco wrote:So are you starting on stage 6 now? That will be interesting.
Also, your SoR2 Remake mod is not final? What needs to be fixed?
I've spotted this myself but it's surprisingly something that doesn't bother me... it's kind of how I usually do them... I make the green section following a black outline in the stage or something as a graphical reference, then put the horizon lined up with it across the pixel directly below.charco wrote:One thing I have noticed as a global issue in the mod from the videos I have seen, the collision maps appear to be pixel perfect to the lines on the stage. This means that you can walk over the walls by a few pixels. I can see it in the end of 5-1 for example. I know it is nitpicky but something I thought I would mention as nobody else had.
i c wat u did tharcharco wrote:...B must have thought the same about SoR3 things too
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