Segmint
Member
on Edge said:Horizontal springs of all kinds. All the Sonic games have them; even the good ones.
Already been done with SOCs.
on Edge said:Horizontal springs of all kinds. All the Sonic games have them; even the good ones.
See: Prime 2.0Segmint said:Already been done with SOCs.on Edge said:Horizontal springs of all kinds. All the Sonic games have them; even the good ones.
Software rendering limits only affect what you see. In 2D mode, you can't see the whole level, so it doesn't matter.Warpshade said:Anyways, this probably goes without saying, but a way to make levels longer without buggering the software renderer. This is mainly for 2d mode.
No. Only possible on stages like AGZ, and would look weird in Software mode anyway.light dasher said:SA2 Death, so say you fall a in the hole and keep falling and after awhile you would die.
Why fix what isn't broken? Admittedly we could use some better Sonic falling frames, but not for the reason you suggested. The sprites are uneven and aren't that consistent with the rest of the sprites.and also fix the fall sprites for sonic, when he's falling he looks scared, why would sonic be scared, he's fallen higherplaces then that example: on SA he jumps of the egg thingamabob
No. No. No! There's a reason it doesn't do that in SRB2. Because it's not based on SA, it's based on Sonic 3. It does have some SA-isms, but most of it is more true to the classics.And make it so when you go of a ledge he dosent just show his running sprites, have it like sa2 without the light dasher, homing and analog
I'll Begin said:No. No. No! There's a reason it doesn't do that in SRB2. Because it's not based on SA, it's based on Sonic 3. It does have some SA-isms, but most of it is more true to the classics.light dasher said:And make it so when you go of a ledge he dosent just show his running sprites, have it like sa2 without the light dasher, homing and analog
Seconded.sonicfreak94 said:A "spring rotator/destination point" thing, or something of the sort. You would put this thing lets say in front of the spring, it turns into a horizontal spring. You put it in the air, the spring hits you to that point and you fall. You put it in front and above the spring, and it'll hit you diagonally until the location of the thing, and you fall. I think this is one of the methods used in SADX, though I'm not sure.
Segmint said:In accordance with that;
Linedef Executor: Change Thing Number
Linedef Executor: Change Thing Angle
(Both change all things within the tagged sector (for FOFs, I guess you'd have to make an invisible intangible FOF, like sector wind))
Making it change the THING covers all items and such. It can change the type of spring, and the direction.
Also;
Sector Type - Remove Thing Gravity (removes the gravity of any things within the sector (on an FOF, use invisible intangible))
camo man said:In 2D mode enemies and bosses should be have differently, like they are on the same small path without depth movment that you are on.
That would probably mean that one sprite for each letter would have to be above the character's head. Which would cause slowdown.Kaysakado said:You know how people were suggesting to have your name hover over your head, but you said it didnt work because it would show up behind walls and stuff? What about the name hovers over the player mobj, so that you can only see it when you see the player. Like how the "Got flag!" and "It!" messages are displayed.
light dasher said:And tails' tails to be separate from his body, and have a thing for the skin
THINGFLW = 1 (Tails's Tails) 2 (that supereman/hog cape thing) 3 that firething that eggman has (think metal sonic in JTE)