Stuff to put in SRB2ME (DISCUSSION TOPIC)

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What about that you have to be typing at a constant pace, like if you don't type in 1 second, you're uninviciblerized, until you type again. Also, Jazz, for your second idea, if someone is really good at shooting, but not at dodging, it can be abused. Get a high score, then kill yourself and don't move, so that you keep your uber-omega-1337 high score.
 
Kaysakado just poked a hole in Jazz's idea. I will now patch said hole.

Level scoring. Total score shows at intermission and the uber-1337-score is stored in some random empty hole on your comp. Besides you can already do that trick by not pressing any buttons when you kill yourself. You respawn after you attempt to jump/spindash/move/shoot after you died.
 
Kaysakado said:
What about that you have to be typing at a constant pace, like if you don't type in 1 second, you're uninviciblerized, until you type again.

asdfasdfasdfasdfasdfasdfasdfasdfasdfasdf

In other words, it won't work.
 
The bubble itself would be a nice touch though; along with the user's names floating above their heads... >.>

Edit: For the people quoting suggestions from later pages: Stop it. It's just clutter! I mean, one person quoted from page 50. I can understand that. But from the same page? What the hell? Think logically: Eventually the topic will be locked and suggestions will cease to flow in, allowing them to go through the pages and read all of them.
 
light dasher said:
being able to host a lan only server
I would generally assume that not advertising and no telling anyone accomplishes the same thing. Or you could enable your firewall to block SRB2, or just remove your Ethernet cable from your router/modem.
 
Warpshade said:
light dasher said:
being able to host a lan only server
I would generally assume that not advertising and no telling anyone accomplishes the same thing. Or you could enable your firewall to block SRB2, or just remove your Ethernet cable from your router/modem

True, but that's a little cumbersome. Oh, and PUT IN A WOP/ no WOP rule. World of pain sux. (That's assuming it's kept.)
 
SRB2 already has that. It's not like people can join you on a non-advertised server unless you tell them your IP and to join, or if they know your IP and are so bored they decide to randomly check if you have a netgame up (which is totally far-fetched)

Long story short. SRB2 already has LAN only servers.
 
Not really, or are LAN networks addressed by IPs too? As far as I know, LAN networks have a completely different technology. Take two computers for instance. Try running a netgame with then first using a normal IP connection using Internet and then using a direct LAN connection using directly a cable. The difference is obvious, with almost no latency (null in practice) in the latter and hence almost no lag (again, null in practice).

Can somebody please tell me how do you connect to a LAN network?
 
Sik said:
Not really, or are LAN networks addressed by IPs too?
Yes
Sik said:
As far as I know, LAN networks have a completely different technology.
It still TCP/IP, and SRB2 does replies to broadcasts sent to port 5029 by other computers looking for Lan games on the same network segment.
Sik said:
Take two computers for instance. Try running a netgame with then first using a normal IP connection using Internet and then using a direct LAN connection using directly a cable. The difference is obvious, with almost no latency (null in practice) in the latter and hence almost no lag (again, null in practice).
100 Mbit cable less than 300 feet (<4ms) VS across the country, over many routers and hops (40-400ms), hmm which is quicker?
Sik said:
Can somebody please tell me how do you connect to a LAN network?
CONNECT <LAN IP Addres> or pick "Local Lan" when searching for netgames .
 
I'll Begin said:
if they know your IP and are so bored they decide to randomly check if you have a netgame up (which is totally far-fetched)
I've done that once... on accident, though. (I use a batch file to join all my netgames, that way I can easily get back if c-failed. However, I forget to change the batch file back half the time)
 
Sik said:
Not really, or are LAN networks addressed by IPs too? As far as I know, LAN networks have a completely different technology. Take two computers for instance. Try running a netgame with then first using a normal IP connection using Internet and then using a direct LAN connection using directly a cable. The difference is obvious, with almost no latency (null in practice) in the latter and hence almost no lag (again, null in practice).

Can somebody please tell me how do you connect to a LAN network?
Host a game and it automatically advertises it on the LAN. If anyone on the same network as you goes into the list it'll pop your game up whether it's on the Global Server or not.


Chaos said:
-GreenFlower Zone removed for a much better GFZ level, a bit more like Blossom Gardens's style.
God no. I love GFZ 1 and 2. It's probably the best zone out of any SRB2 map, ever! So many places to explore. Nice level of detail but not too much detail. It's the perfect SRB2 level. SSNTails' mapping style is one of the reasons I'm hyped about 1.1; To see more of SSNTails' levels.

Besides. That's what level modifications are for. Making levels that suit the creator.
 
I wouldn't want GFZ to have to be remade either.

(For those who don't know, I made Blossom Gardens)

And here are some suggestions of mine from the non-disscusion topic:

Monster Iestyn said:
How about bars on the ceiling to jump on to, like in Sonic 3: Flying Battery except that you would have to jump off each one to get to another. They could be used to grab on for saftey against wind.

Or maybe straight versions of them, where they stick out from one wall to another. That one would seem more useful.

EDIT: I think that Sonic 2, Wing Fortress is what I meant. This could be used as another use for the tails pick-up frames as well as when being carried by flying characters like Tails at last!
Monster Iestyn said:
How about adding updated versions of the music for both the Act 2s of the scrapped levels 'Mine Maze' and 'Rocky Mountain', so we can use them for mods or anything like that.
Monster Iestyn said:
What about a scrolling feature for the character select, for when there are so many characters that you can't see all their names (Thanks to the Info box underneath... -_-). This would sort of make it look tidier than it is now.
Monster Iestyn said:
How about making an enemy that can move on walls as Knuckles does when he climbs? Maybe it could shoot something at you as well.
Monster Iestyn said:
Another Enemy design...

Eggbomb:(There are two versions for this)

Mini-Eggbomb:

Description: Eggman head shaped, small (about the size of one of the things used for the NiGHTS Hoops) and black.
What it does: Detonates very shortly after you come near it, causes a weak explosion (Same as the Bomb and Grenade rings' explosions), flashes red then black again continuously, while having the deton sound for the beep.

Eggbomb:

Description: Similar to the Mini-Eggbomb, but it is much larger (Just larger than a Deton) and red.
What it does: Same as the Mini-Eggbomb, except the explosion is much stronger (Maybe as powerful as an armegeddon shield explosion!), but takes much longer to detonate, and has the alarm sound for the beep. It is also pushable. O.O

Both could also be used as weapons for enemies, bosses, or even players!
Monster Iestyn said:
How about springs that go on walls?

They would basically be normal diagonal springs that have the 'nogravity' flag on. This would allow Knuckles to climb directly onto the spring from any direction (as long as they are facing the right direction for it to work, of course)!
Monster Iestyn said:
Small things suggested by me for today:

1. Maybe you could add in Bone scenery for Arid Canyon?

2. I wonder if it's possible to make one of those polyobjects go around an axis; possibly with a choice of it go around in one of two ways:
1- with one side always facing the axis, or
2- with only the polyobject's posistion changing, so that one side always faces the same direction.
Monster Iestyn said:
Make splash sprites for when you hit the side of a waterfall. But make them bigger than the other ones already in SRB2. (Maybe you can make a slightly different version for when you hit the side of a quicksand fall too!)
Monster Iestyn said:
How about a special type of FOF that can be pushed in a certain horizontal direction (This means it has to be a polyobject...) for a certain limit. When you reach that limit, it cannot be moved. But once you let go of the directional button you used to push it (Most likely forward, but any direction in the case of having analog control on!), it will make you bounce off it with great force, while it moves back to it's original position.
I'm thinking that when you bounce off it, you will be spinning, and will be launched off the ground - not by a tremendous bit though...

Or maybe a special FOF that's Downwards and Upwards movement speeds can be adjusted separately - meaning you can have it going down like a crusher, but go up much slower.
Monster Iestyn said:
Alright... yet again I have got suggestions...

*The simplest one is... Pushable FOFs! They are just like gargoyles and snowmen except that, of course, they are FOFs.

Here are some more...

*A special linedef executor that is activated when a player holds spin on the sector it's tagged to.

I got this idea from Marble Zone in Sonic 3, where spinning in certain spots makes platforms rise and allow you to reach areas that you couldn't reach when they weren't there.

*How about a special part of the Super Sonic level feature Super Sonic flying - where he continuously moves forward through the level, while you can make him go upwards, downwards, strafe left or right using the directional buttons?

*How about wall crushers? (I think this might have been suggested already...)
Monster Iestyn said:
You know those water slides in the teaser video for the final version of SRB2, found in the Wiki? Well, I had this idea based on them - why don't you make it possible to create ice slides as well, for our own levels (I don't think it would be needed for the actual game without modifiactions)? They would be similar to the water ones, but you instead are forced to slip down a slide made entirely of slippery ice. Then holes could be made on them to increase the difficulty, and you might have to jump off them onto more ice slides, until you land on a place without ice or crash into a wall. I think they would as be fun to play as the water ones...
Monster Iestyn said:
Add in features that would allow us to make pinball levels, 2D and 3D!

EDIT:I think it would be a better idea just to have a pinball board as part of a level, rather than having the whole level being the pinball board.
I was thinking of something like Sonic Spinball and Sonic Heroes, and Casino Night Zone in Sonic 2...
Monster Iestyn said:
Add Traffic Lights to Dark City.
Monster Iestyn said:
Things that actually float on the surface of the water, just like the Skims are able to.

There could also be some pushable ones, that start off on land, are pushed into the water, and they float!

If you dislike the fact that I'm bringing up these points to disscuss about, please don't post about it! Instead, just ignore it.
 
Ok I will.

Sik said:
Monster Iestyn said:
Chrome the hedgehog said:
Horizontal moving FOFs, if it is possible.

Did you not know that polyobject are going to be in 1.1? They will serve as horizontal platforms, as well as the fact they can move or rotate in any direction, right?
Basically a polyobject is anything that implies moving vertices. Just think on what could be done with this...
If I recall correctly Horizontally moving sectors weren't completely possible in HeXen, according to Wikipedia. Only the walls could move, and there weren't Flats on top of them.

However AJ said something about his polyobjects being better than HeXen's, so this could be what he meant. Flats on top of polyobjects.
 
Move the vertices of a sector with a FOF and you have a horizontally moving FOF. The only thing needed besides that is just moving the player when then FOF moves.
 
SRB2WikiSonicMaster said:
F_SKY2, F_SKY3, as well as Skynum2 = THIS, and Skynum3 = THAT. This is in case you want to have to different skies viewable at the same time. Let's say you wanted to make a sky portal on the floor with a different skynum. That would allow a feeling of making the level dimensional. Would have helped with the gimmick found in Sonict's Nebulous Zone.

That's an interesting idea... It would save us from having to use the 'change sky' special effect for linedefs when we move to different areas in a level.
 
SRB2WikiSonicMaster said:
F_SKY2, F_SKY3, as well as Skynum2 = THIS, and Skynum3 = THAT. This is in case you want to have to different skies viewable at the same time. Let's say you wanted to make a sky portal on the floor with a different skynum. That would allow a feeling of making the level dimensional. Would have helped with the gimmick found in Sonict's Nebulous Zone.

That's an interesting idea... It would save us from having to use the 'change sky' special effect for linedefs when we move to different areas in a level.
 
The problem is OpenGL. Software mode renders the sky as a normal flat - the sky rendering happens withing the raycasting itself. Not so in OpenGL: it first renders the sky in the background, and then renders the level. This will give problems when two skies have to be rendered at the same time. Being able to do this with OpenGL will be hard.

The stencil buffer comes to mind...
 
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