Oh, that's... awkward. Why would there be a seperate shield ability button? The spin button's intuitive, and the base cast's abilities are all built around it. Kinda hoping that doesn't go through to the full 2.2.14 version, honestly.
Is it me or is the new Contaminated Water Zone impossible? I feel like I'm supposed to use the Water Shield ability to jump that high (because the platform is above my regular jump height), but the shield abilities appear to have been disabled. (That or they've been reverted to their 2.1 forms...
Is it possible to have the custom controls save? It's annoying having to set up controls every time, as I want my attacks to be on my mouse buttons (Jump/Spin) while I want things like menus and the palettes to be on the custom buttons. It's annoying to have to set it up every time!
Other than...
Oh this was fun. Real fun. Might very well be my favourite mod yet.
Though, a small feature request: Is it possible to add an option to make Kris' leap always go towards the camera similarly to Sonic's thok? I find it a bit bizarre that an option exists for Susie's abilities, but not Kris'!
Finally beat this (or at least, the Metal Challenge) earlier today, and uh...
... Hang on, why am I in the credits? What'd I do? Legitimately curious - I don't remember doing anything for this mod!
If you disable "Dive on Attack" in the options menu, you can still dive the Odyssey way (from a ground-pound) - I find the mod way easier to control with that option on. The regular attack button is always Hammer, and it's easy enough to just jump-spin-spin/jump-spin-C1 in order to dive. Given...
There is no option to disable the side-flip. That's what I'm asking for. I clearly mentioned options that were part of "mariomenu", yet you still suggest that.
Is it possible to have an option to remove the side-flip, like there's options to remove the dive-on-attack and WASD-spin? I find that I'm far too often trying to slow down on a platform, only to go randomly flying in the opposite direction because of the stupid side-flip.
Other than that, this...
It's likely a controller issue. I've noticed sometimes the game hangs on boot, and pluggin in (or unplugging) controllers tends to fix it. If not, a restart works. Not sure why this happens every now and again, but it does. I've also noticed controller issues in other programs when this happens...
All levels were played in SRB2 2.2.9 as Vanilla Sonic with no addons other than the OLDC.
1. Hollow Hill Zone by Othius, Inazuma & Spectorious
Oh man, this stage is vibrant in a fantastic way. Great level design (I don't think I got lost even once!), although the colour changes do bring an...
To extend on Zack's reply, a lot of older (~XP-era) programs check for "Windows 9*" when looking for versions 95 and 98 for compatability options. The star is a wildcard, which would ring true for both "95" and "98"... but also would ring true for simply "9". Effectively, if a Windows 9 were to...
...seperately, instead of tracking the angle of your thumb from the centre of the analog pad.
An example of what I mean:
Finger is technically passed the edges both horizontally and vertically, so you always move perfectly diagonally, even though it *really* looks like you shouldn't at this...
A Sonic-specific tech, if you thok against a slope (so that the slope is facing you) and jump the moment you hit the slope, your horizontal momentum gets converted to vertical momentum and you get some mad air. A good place to practice this is GFZ1, as the slope after the bridge can be used to...
I've not noticed any with my playtime. Though I only had Pointy/Fluffy loaded and nothing else. Was playing this with my nephew for a few hours and not a sigsegv in sight.
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