EarlessSonicIsBased
Member
That's alright. I could wait 20, heck even 30 years for those. If everyone leaves the dev team until then, i am taking lead on the project and finishing it all myself. Yeah.
What are you trying to do here?That's alright. I could wait 20, heck even 30 years for those. If everyone leaves the dev team until then, i am taking lead on the project and finishing it all myself. Yeah.
You technically can finish the campaign yourself since the modding functionality is robust enough to do that, but I would not expect Sonic Team Jr. to just slot the levels in if you offered them.That's alright. I could wait 20, heck even 30 years for those. If everyone leaves the dev team until then, i am taking lead on the project and finishing it all myself. Yeah.
you see, the entire gameplay was designed specifically for the keyboard and mouse. SRB2 requires fast and precise movements that are only possible with the mouse. SRB2 was originally designed for computers (using a keyboard and mouse) and I believe that SRB2 is the only Sonic game (unlike all official and fan games) that is designed specifically for the computer. I think this argument is completely false.Something I didn't see addressed amid GFZ1 remake discussion is the primary benefit to curved slopes—they facilitate smooth turns that can be accomplished without needing to change your directional input and camera at the same time. It's much more comfortable than flipping your camera 180 degrees on flat ground and will be particularly appreciated by controller users.
I wouldn't be surprised if a section of Dark City Zone ends up being like this. Whole levels where the player is generally at the mercy of springs and bumpers probably wouldn't be very fun, but it could make for a memorable level section.ok! all of yall have great suggestions! but i do think the vanilla srb2 camaign is lack of the stages with mostly pinball bumpers (casino, carnival, and so on)
not that it was ever BAD to not include one!
it just stuck out to me as kinda strange!
I don't think a pinball stage would be very fun within the SRB2 engine, personally.ok! all of yall have great suggestions! but i do think the vanilla srb2 camaign is lack of the stages with mostly pinball bumpers (casino, carnival, and so on)
not that it was ever BAD to not include one!
it just stuck out to me as kinda strange!
ok so fun (not fun) factof course I understand that this is WIP, but I don't like the new redesigned GFZ at all. I don’t like that the level is now open (death pits in act 1??? whaaaa-)
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also what kind of crazy slope is this wtf. does this relate to the physics changes that Nev3r threw a few years ago? looks crazy considering that this is the first 5 seconds of the very first level. perhaps there may be a problem that the level(-s) will be too much overcooked
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you see, the entire gameplay was designed specifically for the keyboard and mouse. SRB2 requires fast and precise movements that are only possible with the mouse. SRB2 was originally designed for computers (using a keyboard and mouse) and I believe that SRB2 is the only Sonic game (unlike all official and fan games) that is designed specifically for the computer. I think this argument is completely false.
of course, you are a developer, you know better and probably 2.3 will be more friendly to controllers, but I believe that this should not affect keyboard-mouse users. I don't want to press "w" to win. who even had a problem turning the camera 180 degrees?
oh, controller users, I forgot.
you see, the entire gameplay was designed specifically for the keyboard and mouse. SRB2 requires fast and precise movements that are only possible with the mouse. SRB2 was originally designed for computers (using a keyboard and mouse)
I'm not really sure what's so bad about a shift in design mentality for the sake of accessibility. You make it sound like the game is better if it requires heavily precise mouse inputs but not only were these "required" precise inputs never a thing in the vanilla game to begin with, but even if they were it seems to me like these would just be difficult and infuriating sections whether you were on KB+M or not.ok so fun (not fun) fact
the focus became controllers now
just correcting that
its the sad truth cus of the game being more main stream
Do you have any proof that the any of the devs said this?ok so fun (not fun) fact
the focus became controllers now
just correcting that
its the sad truth cus of the game being more main stream
I'm very confused - what part of controller-friendly level design that features smoother turns means that keyboard gameplay becomes "press 'W' to win"? Did you maybe understand that the game will turn you automatically or something?of course, you are a developer, you know better and probably 2.3 will be more friendly to controllers, but I believe that this should not affect keyboard-mouse users. I don't want to press "w" to win. who even had a problem turning the camera 180 degrees?
oh, controller users, I forgot.
There's bottomless pits in City Escape in SA2, There's places you can fall into the water and die in Seaside Hill in Sonic Heroes, there's bottomless chasms you can fall into in Westopolis in Shadow The Hedgehog, there's places you can fall into the water and die in Wave Ocean in Sonic 06, etc.re: the GFZ1 redesign concept, I've seen deriding of the open edges without consideration for the fact that, for Sonic and 3D platformers as a whole, that's not particularly unusual.
GFZ has always been on an island, it's just more visually apparent this is the case now. The general implication is that THZ takes place on the same island as well, with Sonic and friends gradually making their way closer to one of Eggman's factories. The only thing still missing is that you can't see the Greenflower City ruins anywhere, although that might be what DCZ ends up actually being.GFZ1 looking more like a random island from nowhere
Honestly it doesn't really look all that different in terms of openness, it just looks like the player has a bit more freedom when it comes to traversing over what used to be harder (but still possible) to scale walls, creating a larger number of viable pathways for the player to take through the same area. The actual size and layout seems generally the same otherwise. It just seems easier to make use of mobility to your advantage using slopes, which if anything just means the level will be faster to speedrun through if you're so inclined and easier to explore if you're not.just because it's more open doesn't mean, it's actually good IMO