Enter the Dragonfly may have released in a broken state, but it still has a charm that shines through all the jank - as proven by dedicated fans such as yourself. I've always had a soft-spot for it, since it was the first Spyro game I ever played. Your work is very much appreciated. Thank you.
"Enemies no longer stop functioning" is such a funny sentence. Great work. I think the arches shouldn't sound so electronic though. Maybe add the sound that plays in Ripto's Rage when swimming through the bubble rings made by the seahorse.
You've extended the legacy of this somewhat troubled and misunderstood Spyro release far more than many people here probably should be giving you credit for m
OMG the cloud 9 thing used to bug me so much as a kid, same with the arches, I never knew if I actually activated it! The kites, too: I remember being so annoyed when I had to go back up there lmao. Like everyone else already said, you're so cool for doing all these fixes and restoring animations/dialogue!! It really adds so much!!
I've said it many time to Spyro fans before... Enter the Dragonfly is not a bad game... it was just badly made. Massacred and mutilated then left to rot. This guy is fixing the game and its really really impressive. Now we get to see what Enter the Dragonfly could've been
In the original game, when losing the electric rod challenge the rods use their "on" animation - despite never being powered on. This was fixed so if they have not been activated by the player they disappear as not activated.
Really awesome! Your dedication to this game never ceases to amaze me. If you’re taking suggestions, though, the boat’s collision at 7:00 seems a bit wide to me. Is that just a preference, or is there a specific reason?
That’s just how the game’s collision works. Non level collision is very basic in EtD and works off a couple shapes - in this case it’s a cube as that’s the only collision type that can work for that mesh,
I wont be showcasing all or even the majority of changes as there’s hundreds upon hundreds of changes across over 1000 files at this point and more will be made in the coming months.
I 100% completed this game on my Gamecube the day Reignited came out on Switch. (Yes, I 100% completed the game all in a day.) I will 100% do this again once these mods are released.
I’m excited for this to come out, I’ll have to figure out how to get it playable for my dad. He loves this game and talks about how he wishes they would remake it he would be so surprised.
It’s playable on emulator (PCSX2), not modded hardware at this point due to memory issues. I’ll have another showcase of the mod releasing soon, stay tuned!
Good job with all of the changes! Now I’m also assuming that you won’t be adding in some unfinished levels to your mod such as Enchanted Forest. It’s probably not possible to mod the unfinished levels by adding them in, is it?
A bit of an unrelated question, but with all the documents and resources you have managed to track down over the years, are you at some point planning on doing a fan remake of ETD?
No, I’m not super into the idea of remaking EtD as it could never be Check Six’s true vision for the game. This mod I’ve been working on in a way is me remaking and reworking the game to be much more polished along with new features and added touches to enhance it. For example, I encourage people to try and find all the Skill Points once it releases!
I am very excited about this project!! thank you so much !!! A suggestion! It will seem quite strange to you, but I will miss the Sparx tutorials. Why remove them or will there be an option to activate them?
Currently they are outright removed as there’s just so many of them that interrupt gameplay - though I’ve considered keeping them but removing the “Force” line in their files that causes certain tutorials to occur even if Hints are off. If they stay you’d still manually have to turn Hints off each new save which some players don’t even know about.
@@MrFO1 Yes, it is true that there are quite a few, but I will have gotten used to them by now haha! But I was surprised to see them completely removed since I think they give Sparx some personality Good luck with the mod! We'll be here to play it!🥰🥰
If I had to give any gameplay mechanic change suggestions if possible, swimming was way too stiff compared to the original Trilogy and you weren't able to swim directly up or down. You can really feel this in Cloud 9 where there a part after the spiral stair case where you jump in a pool to a tunnel then you have to swim up but since you can't swim directly up, you kind of hug the wall to reach the top and it just felt sluggish.
Your certainly working hard on this mod I wonder how much of it is left before its finish cause this mod is a much needed fix for this game this was the last traditional spyro game before they changed gameplay styles starting with a hero's tale and the story behind the development of this game is absolutely heartbreaking the fact that your putting all this effort to fix this game and turn it into something good is astonishing I wonder if the bubble breath's hit detection is gonna be fixed so that way catching dragonflies won't be a pain in the butt anymore cause that was one of the major issues of this game is how annoying it was catching dragonflies because the bubble breath's hit detection was very finicky? Anyways I'm looking forward to seeing this mod completed so we can play a fixed version of this game.
@@MrFO1 Take all the time you need this game needs alot of love and care for it to be redeemed if sonic 06 can get a massive overhaul to turn it from one of the worse games to a great game then this game can too.
While that would be a great idea, it’s not possible without editing the Dragon Realms level geometry and collision since it only exists within the intro cutscene - sadly not currently possible.
Hey, I was wondering is it possible to adjust controls at all in your enhanced version? If it was possible I for one would really love it if you could cut out that delay Spyro has when he goes to charge jump, it doesn't happen every time but It happens very often, where you charge and then press to charge jump but there's a second delay before he actually jumps. As much as I love ETD, that delay is not something I've ever appreciated lol, though I've gotten used to just pressing to charge jump earlier than I think I should. And also Spyro's turn speed when underwater? I don't think I need to explain how slow he turns when swimming underwater. If it's not possible that's all good, but I thought I'd just ask in case it is possible as I definitely think it would improve the fun factor of the game.
I have adjusted controls as much as is possible. Adjusting little details like you mentioned is beyond what I can do as there’s only 3 specific ways to adjust how Spyro functions. His speed, his acceleration, and his turn speed. Turn speed and overall speed has been adjusted, he is now 10% faster in all levels, and overall sensitivity of turning has been lowered as I felt it was way too high compared to the trilogy (when on land), I haven’t had it effect underwater turning to be noticeable to me
I know this is an emulator question but does anyone know if there's a PS2 emulator that supports overclocking? I want to try this mod when it comes out and I spoiled myself with overclocking dolphin to get 60fps on the Gamecube version.
That's simply due to oversights in implementation or Check Six never scripting an animation to be used. Various unused animations were used earlier in development, but when files were altered things were left behind or likely forgotten about.
actually can you post that up on your channel completed please? I said it before but decided to repeat in case you didn't see the comment since youtube can be weird sometimes. thank you for your time.
@@frederickdietz3148 That track can be heard here & all other Master Disc and Pre Copeland tracks can be found in my Early Soundtrack playlist. A download to the Master Disc and Pre Copeland tracks is on my archive - ruclips.net/video/xqwnbGJNFNo/видео.htmlsi=h_Pagjia2LkuhYj6 The mod will release later this year as I'm still working on it.
This dude is just out here fixing the game. Mad props
"enemies no longer stop functioning"
a very short line for what probably took hours
You are singlehandedly changing the way the fanbase feels for Spyro: Enter the Dragonfly! People are realizing its hidden potential!
Enter the Dragonfly may have released in a broken state, but it still has a charm that shines through all the jank - as proven by dedicated fans such as yourself. I've always had a soft-spot for it, since it was the first Spyro game I ever played.
Your work is very much appreciated. Thank you.
"Enemies no longer stop functioning" is such a funny sentence. Great work. I think the arches shouldn't sound so electronic though. Maybe add the sound that plays in Ripto's Rage when swimming through the bubble rings made by the seahorse.
You've extended the legacy of this somewhat troubled and misunderstood Spyro release far more than many people here probably should be giving you credit for m
Really impressive.
Thank you for working so hard on this, I'm very excited to play ETD as it was meant to be played.
"enemies no longer stop functioning" lmao
These mods just keep getting better and better!
Looking great so far, i never expected to get excited about ETD.
Same here. I’d actually play the modded version.
My God are these changes impressive
Damn this seems reallyvdamn cool. Always wanted to see this gane in a actually function state. Thiscseens so damn cool
When I had the game, I thought the dragon spirit became more animated when collecting more runes. Apparently not. Keep up the good work. 👏👏
damn that fixed track at the end slaps
actually can you post that up on your channel completed please?
This is my first time learning that some of these were even glitches!
You're giving the bugfix patch the game needed. Hoping giving Spyro 4 my first playthrough with your mod!
can't wait for it to drop!!! I hope everything wraps up to a smooth release ^^💜💜
OMG the cloud 9 thing used to bug me so much as a kid, same with the arches, I never knew if I actually activated it! The kites, too: I remember being so annoyed when I had to go back up there lmao. Like everyone else already said, you're so cool for doing all these fixes and restoring animations/dialogue!! It really adds so much!!
Wow!! You’ve made this so much better! You even fixed the smaller details!! Mad respect!! Amazing job!!
I've said it many time to Spyro fans before... Enter the Dragonfly is not a bad game...
it was just badly made. Massacred and mutilated then left to rot. This guy is fixing the game and its really really impressive. Now we get to see what Enter the Dragonfly could've been
Really totally amazing and very impressive 💖💜
I love the fixes you are adding to the game!
I wonder if you will add new enemies in levels too. That would be awesome.
Keep the good job, buddy 😊
6:00 I think the PAL version fixed this too! I'm pretty sure I remember this animation playing in my copy of the game.
breaking news: Massive chad takes a game that was already pretty decent and made it loads better
0:18 Could tou explain this one for me please? Isnt the original more animated?
In the original game, when losing the electric rod challenge the rods use their "on" animation - despite never being powered on. This was fixed so if they have not been activated by the player they disappear as not activated.
Really awesome! Your dedication to this game never ceases to amaze me.
If you’re taking suggestions, though, the boat’s collision at 7:00 seems a bit wide to me. Is that just a preference, or is there a specific reason?
That’s just how the game’s collision works. Non level collision is very basic in EtD and works off a couple shapes - in this case it’s a cube as that’s the only collision type that can work for that mesh,
@@MrFO1 Huh. I didn’t know that! Makes sense.
Lol, so many changes necessary! I'm guessing there'll be a few dozen showcases. :p
Great job though. :)
I wont be showcasing all or even the majority of changes as there’s hundreds upon hundreds of changes across over 1000 files at this point and more will be made in the coming months.
@@MrFO1 O.O I'd say I'm shocked, but I'm not surprised as to how notorious this game is with bugs.
It's beautiful ❤
When Tom Kenny talks to himself
I 100% completed this game on my Gamecube the day Reignited came out on Switch. (Yes, I 100% completed the game all in a day.) I will 100% do this again once these mods are released.
I’m excited for this to come out, I’ll have to figure out how to get it playable for my dad. He loves this game and talks about how he wishes they would remake it he would be so surprised.
It’s playable on emulator (PCSX2), not modded hardware at this point due to memory issues. I’ll have another showcase of the mod releasing soon, stay tuned!
Good job with all of the changes! Now I’m also assuming that you won’t be adding in some unfinished levels to your mod such as Enchanted Forest. It’s probably not possible to mod the unfinished levels by adding them in, is it?
Custom levels aren’t possible yet but hopefully will be one day.
@@MrFO1 yeah that’s what I thought. But hey, keep up the good work!
A bit of an unrelated question, but with all the documents and resources you have managed to track down over the years, are you at some point planning on doing a fan remake of ETD?
No, I’m not super into the idea of remaking EtD as it could never be Check Six’s true vision for the game. This mod I’ve been working on in a way is me remaking and reworking the game to be much more polished along with new features and added touches to enhance it. For example, I encourage people to try and find all the Skill Points once it releases!
Great to see another video on this, when can we expect the release?
It’ll likely be pushed back to 2024 just because I keep finding things I want to add and improve. Want it to be the best it can be when it releases!
@@MrFO1 Yeah, and seeing as how ETD was rushed, Massive W
@@MrFO1we understand
i swear that the modders are really better than original makers. and if someone would play this while modded game that would be awesome
FO1 I want this thanks dude
I am very excited about this project!!
thank you so much !!!
A suggestion!
It will seem quite strange to you, but I will miss the Sparx tutorials.
Why remove them or will there be an option to activate them?
Currently they are outright removed as there’s just so many of them that interrupt gameplay - though I’ve considered keeping them but removing the “Force” line in their files that causes certain tutorials to occur even if Hints are off. If they stay you’d still manually have to turn Hints off each new save which some players don’t even know about.
@@MrFO1 Yes, it is true that there are quite a few, but I will have gotten used to them by now haha!
But I was surprised to see them completely removed since I think they give Sparx some personality
Good luck with the mod!
We'll be here to play it!🥰🥰
If I had to give any gameplay mechanic change suggestions if possible, swimming was way too stiff compared to the original Trilogy and you weren't able to swim directly up or down. You can really feel this in Cloud 9 where there a part after the spiral stair case where you jump in a pool to a tunnel then you have to swim up but since you can't swim directly up, you kind of hug the wall to reach the top and it just felt sluggish.
You will save this game and make it better 😅
Yes brother 👊
@@MrFO1 yay
Will this be playable on real PS2 hardware, how will the mod work is it a patch file?
I have yet to test it on hardware but it should run on modded/debug PS2 hardware. The mod itself is a ISO, no patch needed.
Your certainly working hard on this mod I wonder how much of it is left before its finish cause this mod is a much needed fix for this game this was the last traditional spyro game before they changed gameplay styles starting with a hero's tale and the story behind the development of this game is absolutely heartbreaking the fact that your putting all this effort to fix this game and turn it into something good is astonishing I wonder if the bubble breath's hit detection is gonna be fixed so that way catching dragonflies won't be a pain in the butt anymore cause that was one of the major issues of this game is how annoying it was catching dragonflies because the bubble breath's hit detection was very finicky? Anyways I'm looking forward to seeing this mod completed so we can play a fixed version of this game.
It’ll release sometime next year, I delayed it so I can put as much polish and work into it as possible. Always thinking of something new.
@@MrFO1 Take all the time you need this game needs alot of love and care for it to be redeemed if sonic 06 can get a massive overhaul to turn it from one of the worse games to a great game then this game can too.
Do you intend to restore the inside of the castle and make it accessible?
While that would be a great idea, it’s not possible without editing the Dragon Realms level geometry and collision since it only exists within the intro cutscene - sadly not currently possible.
@@MrFO1 Unfortunately, it's a shame this isn't possible, but it would be interesting if it were.
Hey, I was wondering is it possible to adjust controls at all in your enhanced version?
If it was possible I for one would really love it if you could cut out that delay Spyro has when he goes to charge jump, it doesn't happen every time but It happens very often, where you charge and then press to charge jump but there's a second delay before he actually jumps. As much as I love ETD, that delay is not something I've ever appreciated lol, though I've gotten used to just pressing to charge jump earlier than I think I should.
And also Spyro's turn speed when underwater? I don't think I need to explain how slow he turns when swimming underwater.
If it's not possible that's all good, but I thought I'd just ask in case it is possible as I definitely think it would improve the fun factor of the game.
I have adjusted controls as much as is possible. Adjusting little details like you mentioned is beyond what I can do as there’s only 3 specific ways to adjust how Spyro functions. His speed, his acceleration, and his turn speed. Turn speed and overall speed has been adjusted, he is now 10% faster in all levels, and overall sensitivity of turning has been lowered as I felt it was way too high compared to the trilogy (when on land), I haven’t had it effect underwater turning to be noticeable to me
That game so much potential. Too bad it was rushed and a glorious fan had to fix it all.
These showcases look awesome! How do we download the mod though?
It’ll be released sometime in 2024, I’ll make a video announcing its release when ready. Stay tuned :)
The slide sound effect you added sounds really rough for sliding down honey.
It’s the same sliding SFX from the other 2 slides. It was meant to be there but the file is missing.
I don't understand the low fps, is the poly count too high on the items and terrain or something?
It’s a combination of many aspects that cause the low FPS. Mainly caused by the unoptimized engine.
@@MrFO1 One thing you never hear why a game is lagging is "a combination of many aspects" what a nightmare lmao
I hope the optimization issues for spyro enter the dragonfly will be fix to be polish, stable, smooth, responsive, optimize, and more consistent.🙏
I know this is an emulator question but does anyone know if there's a PS2 emulator that supports overclocking? I want to try this mod when it comes out and I spoiled myself with overclocking dolphin to get 60fps on the Gamecube version.
PCSX2 does support that, which is what I use.
Is that random " Come on!" line when opening chests be patched?
I believe you're referring to the "Cool!" Spyro says when opening chests. What needs to be patched about it?
@@MrFO1 Oh? It's actually "Cool!"? Huh...
When will this mod be ready to play? 🥰
Next year, I want it to be as polished as possible before releasing.
@@MrFO1 Oh okay, cool. And where and how to download it? What platform(s)?
@@victorg5243 I’ll have a video with that information when it releases but it’s for PS2
Why did they just choose not to use objectively better voice lines and animations?
That's simply due to oversights in implementation or Check Six never scripting an animation to be used. Various unused animations were used earlier in development, but when files were altered things were left behind or likely forgotten about.
actually can you post that up on your channel completed please?
I said it before but decided to repeat in case you didn't see the comment since youtube can be weird sometimes. thank you for your time.
Post what? Don’t think I saw your prior comment.
@@MrFO1 the fixed music track at the end plz, thank you! also where's download link or not avail yet?
@@frederickdietz3148 That track can be heard here & all other Master Disc and Pre Copeland tracks can be found in my Early Soundtrack playlist. A download to the Master Disc and Pre Copeland tracks is on my archive - ruclips.net/video/xqwnbGJNFNo/видео.htmlsi=h_Pagjia2LkuhYj6
The mod will release later this year as I'm still working on it.
💜
The “what?” Still makes no sense. 😆