Sea Egg's problem isn't the clones, it's the punishment for guessing wrong when you haven't figured it out yet being too harsh. We're aware of the problems with that boss.
Could we get an Analog Control Toggle key bond to something like the Right Shift Key for 2.2? It really breaks the immersion to go through menus to turn it off when I don't want it to be on, and vice versa.
bind shift "toggle analog"
This can currently be achieved by setting up an autoexec.cfg with a command likeCode:bind shift "toggle analog"
Btw, I had another suggestion... It is about the bot system that exist in SRB2.
I mean, now it looks like we can only use bots in single player for as a helper in the actual story right? Then, what about there will be a way to modify the spawn of the bots via lua and not via code::block, dev c++, etc. And then, there will be a way to make actual bots that can race you, fight you, and even that will play CTF. I mean, my aim for it is to make bots for SSB, but that would be cool if all the coders could modify bots in race, match, ctf via actually lua...
Speaking of bots, why not have a Sonic Advance 3 Character Pairing System. The only difference would be that the bot would have no effect on the player's game play, and there would be a "None" option for bots.
Pretty sure that can easily be done already with BotSkin.lua, minus the "None" option.
Replace players with giant red hitboxes and textures with shades of grey. In that way, it'd be possible to give yourself an unfair advantage in ringslinger modes if the sprites weren't required to be loaded by everybody.
Sure, there are purely decorative flowers which would work being client replaceable, but there's only so much you can do to the file loading system.