PSA: Careful on the loops in the last stage! Sometimes the character will just stop in the middle of them and lose all speed - working on a fix. By the way, there's a secret in one of the levels - *think you can find it?*
I haven't gotten to say it yet, BUT THE COSMO MOD IS STINKIN AWESOME????? The sprites look so good and it's insane that we actually have Cosmo playable in a 2D game. That's a ton of work and it's genuinely crazy. Also the music is very fitting for some reason 👍👍 great choice
Oooh I kinda dropped the ball there😅This was in a much earlier version of the game, but I scrapped it since I couldn't figure out what Cosmo could do as the partner character...
@@anonymus847 Welll about that....Modding for Advance 3 isn't real yet. If it were I probably wouldn't have made this fan game - Advance 3 is my favorite Sonic game!
Neo Sonic Advance sounds cooler, but I forgot when I was making the in-game title....oh well! If you find something cool (or Not cool) in the game let me know. Download link is in the description 🍏
Man, this is marvellous! As soon as I got the news, I gave it a try. Cosmo's moveset feels perfectly in line with what is Advance 1 style! The only sad part is that she doesn't have a "jump forward move" like Amy's so she can't gain momentum from standing, don't know if it's a design choice or else. Btw, her gliding has the same code as Knuckles, I noticed XD. Two potential issues I found during my playtest: - While in a loop, if Cosmo uses her standard shield attack, she uses the "still" animation instead of a "reversed" animation (as she's supposed to be in a loop). Don't know if it's a bug or a design choice; - In the 4th act (Glacier Zone), the SAdv2 elements present some issues: while moving at high speed with multiple characters, I got stopped mid-loop, losing all my momentum. If you need any proof I can provide them to you; Idk if you intend to work on this project and/or on those issues (I've read the README), but in case thank you! Thank you for having showed to the world that this is possible! PS: off topic. How does it feel to work with NSS Sonic Advance?
Glad to see this comment!(long time no see btw) - The first issue I have an idea about but not exactly certain. I'm sure I can recreate and get a look at it. As for the second issue with the loop, I thought I fixed it (sorry). It's actually a weird thing with the engine that's been a problem even before the Advance 2 stages were added. I had to talk with the creator and get it fixed back then, but now I have my own way to fix it. I'll see what I can do and it should be fixed tonight - along with another issue that hasn't been found quite yet (found it in the original footage - it'd be a nice laugh if someone found it though) For now, I'll just make a quick PSA for people to not spin into a ball on the loops in that stage. You can be stopped without rolling too, but if this issue is like the ones before, rolling will stop you a lot more than just running. Thanks again for the heads up,
Oh right - Working with NSS Sonic Worlds is alright when you have the assets, but when you don't have them, or want to use your own, it can be really slow and tedious work;- even more slow than many common engines - mainly due to the overall engine, Clickteam Fusion. It's an older game engine that has an obsolete tier system that forces you to work slower than you already would be if you didn't buy the most expensive version (there's also the case of confusion on which is the newest and the compatibility between tiers). The tier system isn't the only obsolete thing, though. That being said, Sonic Worlds itself is . . . somewhat easy to understand. I'm no coder nor a programmer. There are plenty of code-like elements in the way you use the engine though. The drag and drop seems convenient at first but it's pretty archaic compared to other engines. But I do think it's animation window is pretty great, but that could be because I'm used to it now (and because I think Unity's and Godot's suck! Cool engines, terrible sprite/animation window) Basically, anyone that wants to use these should NOT work alone. Have separate people making/getting assets, importing/programming assets, and implementing them. Those 3 processes will set you back hundreds of hours - ironically, the creator of the frameworks predecessor (the og Sonic Worlds engine) made a series about this and said in one of his videos that he recommends using another engine over CF2 because of how long everything takes AND the limitations it has. He even admitted that he'll be doing that himself. His last game before switching engines was Spark the Electric Jester - good game. But I swear it ate resources.
PSA: Careful on the loops in the last stage! Sometimes the character will just stop in the middle of them and lose all speed - working on a fix.
By the way, there's a secret in one of the levels - *think you can find it?*
I haven't gotten to say it yet, BUT THE COSMO MOD IS STINKIN AWESOME????? The sprites look so good and it's insane that we actually have Cosmo playable in a 2D game. That's a ton of work and it's genuinely crazy. Also the music is very fitting for some reason 👍👍 great choice
Thanks!
I'd say the only thing I want is Cosmo and Tails as an option.
Oooh I kinda dropped the ball there😅This was in a much earlier version of the game, but I scrapped it since I couldn't figure out what Cosmo could do as the partner character...
@@theinktician But if Tails was the partner character... (Nice job btw)
Well there's always Sonic Advance 3 to mod...
@@theinktician Cosmo can slow her decent according to the anime.
@@anonymus847 Welll about that....Modding for Advance 3 isn't real yet. If it were I probably wouldn't have made this fan game - Advance 3 is my favorite Sonic game!
Neo Sonic Advance sounds cooler, but I forgot when I was making the in-game title....oh well!
If you find something cool (or Not cool) in the game let me know. Download link is in the description 🍏
Man, this is marvellous!
As soon as I got the news, I gave it a try. Cosmo's moveset feels perfectly in line with what is Advance 1 style! The only sad part is that she doesn't have a "jump forward move" like Amy's so she can't gain momentum from standing, don't know if it's a design choice or else. Btw, her gliding has the same code as Knuckles, I noticed XD.
Two potential issues I found during my playtest:
- While in a loop, if Cosmo uses her standard shield attack, she uses the "still" animation instead of a "reversed" animation (as she's supposed to be in a loop). Don't know if it's a bug or a design choice;
- In the 4th act (Glacier Zone), the SAdv2 elements present some issues: while moving at high speed with multiple characters, I got stopped mid-loop, losing all my momentum. If you need any proof I can provide them to you;
Idk if you intend to work on this project and/or on those issues (I've read the README), but in case thank you!
Thank you for having showed to the world that this is possible!
PS: off topic. How does it feel to work with NSS Sonic Advance?
Glad to see this comment!(long time no see btw) - The first issue I have an idea about but not exactly certain. I'm sure I can recreate and get a look at it.
As for the second issue with the loop, I thought I fixed it (sorry). It's actually a weird thing with the engine that's been a problem even before the Advance 2 stages were added. I had to talk with the creator and get it fixed back then, but now I have my own way to fix it. I'll see what I can do and it should be fixed tonight - along with another issue that hasn't been found quite yet (found it in the original footage - it'd be a nice laugh if someone found it though)
For now, I'll just make a quick PSA for people to not spin into a ball on the loops in that stage. You can be stopped without rolling too, but if this issue is like the ones before, rolling will stop you a lot more than just running.
Thanks again for the heads up,
Oh right - Working with NSS Sonic Worlds is alright when you have the assets, but when you don't have them, or want to use your own, it can be really slow and tedious work;- even more slow than many common engines - mainly due to the overall engine, Clickteam Fusion. It's an older game engine that has an obsolete tier system that forces you to work slower than you already would be if you didn't buy the most expensive version (there's also the case of confusion on which is the newest and the compatibility between tiers). The tier system isn't the only obsolete thing, though.
That being said, Sonic Worlds itself is . . . somewhat easy to understand. I'm no coder nor a programmer. There are plenty of code-like elements in the way you use the engine though. The drag and drop seems convenient at first but it's pretty archaic compared to other engines. But I do think it's animation window is pretty great, but that could be because I'm used to it now (and because I think Unity's and Godot's suck! Cool engines, terrible sprite/animation window)
Basically, anyone that wants to use these should NOT work alone. Have separate people making/getting assets, importing/programming assets, and implementing them. Those 3 processes will set you back hundreds of hours - ironically, the creator of the frameworks predecessor (the og Sonic Worlds engine) made a series about this and said in one of his videos that he recommends using another engine over CF2 because of how long everything takes AND the limitations it has. He even admitted that he'll be doing that himself. His last game before switching engines was Spark the Electric Jester - good game. But I swear it ate resources.
tl;dr for those wondering about their last question:
It's alright, but better if you're working in a team (slow progress)
Oh right! Almost forgot - Cosmo's glide actually ISN'T the same code as Knuckles. Play around with it some. I didn't reveal everything in the trailer
Cosmo poggers!
Homie says nothing all year then drops this. 😭
You cooked.
Im happy you think I cooked😂
Neo as in Cosmo is still there!
Hiiii, is this game available for pc only? Or can I play with a gba emulator in Android phone? :'0
This looks awesome! I'm really excited to play 😊
Sorry 😖It's only for pc. I tried to get it on Android but it doesn't work...
@theinktician oh I see, it's ok, I still can play on PC ^^
@@Kuki4982 That's a relief - have fun!
did you make the sprites for cosmo?
I dont see Sally Acorn here
Yoooo whats the name of the banger tack that plays in the Test Zone? Nice Work btw its very charming!
The 2nd level right? It's N.E.W.S. by Sohn Moo Hyun(손무현 ), but it's pitch and speed are changed a little
@theinktician THANK YOU SO MUCH AND MERRY CHRISTMAS FROM MY TIMEZONE 🎁🎄
@@gabrielhenry7237 Merry Christmas! Hope you had (or are having) a great time