Suggestions

Kick reasons!
Hmm... I hope that it looks like this:
oqkpqa.png


I found this while messing on Cue's Sepwich.
 
My turn:

1) turning off conveyor belt's centrifugal force

Say, I create a circular conveyor belt (or something like spinning toggles/wheels found in Mill Citadel Zone 2), I place a monitor or a pushable object. As conveyor belt "runs", the objects tend to move away from the center and end up to be dropped out. I'd like to "turn" off this behavior in some way.

2) turning off player's inertia while he's standing on a pushable object

Better if the character was able to stand on a pushable object that are being carried over a conveyor belt. So the player could use a pushable object to pass/avoid an obstacle, likely the ice blocks in IceCap Zone (S3&K).

3) Keeping the shield between acts

A level header parameter that keeps the player's shield. If the player ends the act 1 with elemental shield, he'll start the act 2 with same shield. Player looses the shield between the zones, though.
 
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My turn:

1) Sonic should have some kind of boost ability

2)Tails and knux should have superforms in single player

3)When Tails is swimming underwater, he should have swimming sprites instead of flying sprites. (Like in S3&K.)
 
Well, here are my suggestions...
Ability = 6 (Glide/No climb)
Ability = 7 (Wall Jump)
Ability = 8 (Thok/Wall Jump (Thoking to a wall makes you stick too it).
Ability = 8 (Glide/Wall Jump (Gliding to a wall makes you stick too it).

SuperAbility = 0 (Super Sonic Glide)
SuperAbility = 1 (Infinite Ability (Ex. Infinite Tails Flight)
SuperAbility = 2 (Multi Ability)
SuperAbility = 3 (Berserk (Able to use all superability + use special shield that has all the shields mixed together.(I hope people know that this one is a joke)

Jump = 0 (Regular spin)
Jump = 1 (No Spin Jump)
Jump = 2 (Spin, than fall animations)
Jump = 3 (Springing Up animations, than spin)
Jump = 4 (None (Just Standing, walking, or running sprites.

RingslingerItem please >.<

Ability to edit the ring sound that is SEPARATE from the thok sound and able to edit the redring without replacing regular redring (Only character with edit redring will use it).

CSAY Caps please!
And Kick reasons too!

Bring back the color black and maybe add metal blue (Metal Sonic color blue).

SpinAbility = 0 (NormalSpin)
SpinAbility = 1 (Melee (Unable to move but any enemy near will get hurt)
SpinAbility = 2 (PeelOut)
SpinAbility = 3 (Dig)

Also, I would like it if we could chose what sprites we want for the ability for characters instead of just using spin or special animations.

AbilityType = 0 (Spin)
AbilityType = 1 (Special Animations)
AbilityType = 2 (Spring Up/ Falling sprites)

Return of supercolor please!
SuperForms in SP and COOP Please! >.<

Well thats pretty much it... :U
 
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My turn:

1) Sonic should have some kind of boost ability

2)Tails and knux should have superforms in single player

3)When Tails is swimming underwater, he should have swimming sprites instead of flying sprites. (Like in S3&K.)

1) This is not Sonic Rush... It is based off the classic Sonic Games
2) This would be unfair for Sonic. I mean, what would be Sonic's reward for beating SS7?

3) I agree but I don't think the game can detect when the player is "flying" underwater to switch to different sprites. (I could be wrong)
 
Well, here are my suggestions...
Ability = 6 (Glide/No climb)
Ability = 7 (Wall Jump)
Ability = 8 (Thok/Wall Jump (Thoking to a wall makes you stick too it).
Ability = 8 (Glide/Wall Jump (Gliding to a wall makes you stick too it).

SuperAbility = 0 (Super Sonic Glide)
SuperAbility = 1 (Infinite Ability (Ex. Infinite Tails Flight)
SuperAbility = 2 (Multi Ability)
SuperAbility = 3 (Berserk (Able to use all superability + use special shield that has all the shields mixed together.(I hope people know that this one is a joke)

Jump = 0 (Regular spin)
Jump = 1 (No Spin Jump)
Jump = 2 (Spin, than fall animations)
Jump = 3 (Springing Up animations, than spin)
Jump = 4 (None (Just Standing, walking, or running sprites.

RingslingerItem please >.<

Ability to edit the ring sound that is SEPARATE from the thok sound and able to edit the redring without replacing regular redring (Only character with edit redring will use it).

CSAY Caps please!
And Kick reasons too!

Bring back the color black and maybe add metal blue (Metal Sonic color blue).

SpinAbility = 0 (NormalSpin)
SpinAbility = 1 (Melee (Unable to move but any enemy near will get hurt)
SpinAbility = 2 (PeelOut)
SpinAbility = 3 (Dig)

Also, I would like it if we could chose what sprites we want for the ability for characters instead of just using spin or special animations.

AbilityType = 0 (Spin)
AbilityType = 1 (Special Animations)
AbilityType = 2 (Spring Up/ Falling sprites)

Return of supercolor please!
SuperForms in SP and COOP Please! >.<

Well thats pretty much it... :U
 
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3) I agree but I don't think the game can detect when the player is "flying" underwater to switch to different sprites. (I could be wrong)

If (player=Tails & underwater=yes & on_floor=no); then: change player's state to swimming.

(obviously it's not an actual code. It's just a human-readable code)

So, it's possible, but I guess it'd require more frames and states for the characters.
 
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Tails already spawns about ten thousand bubbles while 'flying' underwater. The 'detection' isn't the problem.

The problem is obviously with the fact that it means we'd have to draw more sprites.

And come on, Knuckles isn't even finished yet. So...
 
If (player=Tails & underwater=yes & on_floor=no); then: change player's state to swimming.

Right, then you run into the pool, and while you're falling down to the floor, you magically start swimming.

More like:

Did the player press the jump button? If no, branch.
Is the player jumping? If no, branch.
Is the player Tails? If no, branch.
If the player is underwater, start swimming.
Otherwise, start flying.

And then you'd still need to handle flying into water and swimming out of it. But that's the gist of it.

犬夜叉;663502 said:
And come on, Knuckles isn't even finished yet. So...
Cool, that answers that question.
 
Knuckles is, for all intents and purposes, finished. He's as close to being finished as he'll ever get, in other words.
 
1) This is not Sonic Rush... It is based off the classic Sonic Games
2) This would be unfair for Sonic. I mean, what would be Sonic's reward for beating SS7?

3) I agree but I don't think the game can detect when the player is "flying" underwater to switch to different sprites. (I could be wrong)

2) his super sprites? Tails and Knuckles just got a rotating pallet whenever they went super or hyper in the genesis titles. Sonic always got a new sprite set with his pallet.
 
Knuckles is, for all intents and purposes, finished. He's as close to being finished as he'll ever get, in other words.
Same with Tails. Personally I would absolutely prefer it if he swam underwater, but I've accepted that spriting that is simply not going to happen.
 
I'd like it if we could set FOF walls to be non-climbable, regardless of the actual line's flag status. Right now if you want to give an FOF wall No Climb, all the walls in that linedef become unclimbable.

Level header variables for setting the music's default and fast (shoes) tempo. Could be called MUSICSPEED and SHOESMUSICSPEED. SPEEDMUSIC should be renamed to SHOESMUSIC for clarity.

A flag to make a crumbling FOF not make any sound (like most falling platforms in the classic Sonic games).
 
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Srb2kirbyo said:
If Tails and Knux had superforms in SP what would be Sonic's incentive for clearing SS7?
(paraphrased there)

Well then what's Tails and Knux's incentive to clear SS7?
 

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