I love this idea, because it would allow me to do cool things to the netcode with Lua.
This only lets you override Lua-accessible variables, not rewrite the game. Read the post again.
I love this idea, because it would allow me to do cool things to the netcode with Lua.
In Sonic 3 & Knuckles, when Knuckles stops in mid glide and falls to the ground, he loses all horizontal movement and crouches for a split second. In SRB2, Knuckles can accelerate after falling out of a glide and regain speed. Maybe we could add this feature sometime?
True. But there's always the spindash to get you back up to speed. Sure, SRB2's spindash method is different from the classics (holding a spin button vs mashing the jump button while crouching), but you still get that speed in about the same amount of time....the drop in horizontal speed plus the laggy crouch ending only served to make Knuckles feel very heavy... Also, another thing absent is Knuckles' climbing up animation once he reaches the floor above him... returning back into a curl and allowing the player to glide again using the upward momentum.
What if we just let Knuckles jump out of a slide? Fully, as though it were a normal jump.
Well it all depends if the game registers Knuckles as "On the ground" and not in the air. While yes it looks like he is on the ground, Im not sure exactly how this game reads if a character in the air or not. Otherwise though I like that idea. Doesn't look too akward, allows for a better way to conserve momentum, and it is efficient in terms of what has to be written. But that does beg the question of how you're gonna go about programming this, since you can't really go by frames and sprites, because I'm pretty sure you use the glide sprites and frames during a slide.
Knuckles being forced to stop moving after a glide? Not one of Sonic Team's finest ideas.
Bitch please. I added slopes to the software renderer. Do you really think an on-ground check is going to thwart me?But that does beg the question of how you're gonna go about programming this
Sure, SRB2's spindash method is different from the classics (holding a spin button vs mashing the jump button while crouching), but you still get that speed in about the same amount of time.
but maybe we should take into account that he's a powerhouse and needs to stick his landings ingame.
What if we just let Knuckles jump out of a slide? Fully, as though it were a normal jump.
I meant that I think Knuckles should feel heavier since he's considered a strong character. I see everybody's point now. It really would change things a lot and not in the best of ways (especially considering match). On the other hand, being able to jump out of a slide sounds great.what does that mean
Then maybe you could press spin again while moving to go into a spindash. Hold spin to crouch, mash jump to charge the spindash, and let go of spin to zoom off. Then while moving, press spin again to go back into running frames (I think I may have suggested this before,Mashing the jump button to Spindash would actually make the player unable to cancel it by jumping
Mashing the jump button to Spindash would actually make the player unable to cancel it by jumping (Which is the only way to do it in SRB2) and would also require crouching frames (2 if we want an accruate animation)
I meant that I think Knuckles should feel heavier since he's considered a strong character. I see everybody's point now.