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Old 08-28-2017   #5801
Fang the Weasle
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I know this was an april fool's joke, but was Big the Cat a character wad? Because if he was, Will he be released?
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Old 08-28-2017   #5802
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Originally Posted by Fang the Weasle View Post
I know this was an april fool's joke, but was Big the Cat a character wad? Because if he was, Will he be released?
There were only two frames sprited for the purposes of the April Fools joke, so no, he is unfortunately not a full wad. That's not to say it won't become a legitimate project in the future, however.
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Old 08-28-2017   #5803
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What are you talking about? Big the Cat will be in 2.2, and he hasn't been released separately because he only works with the new version - just like Smiles. You couldn't have Big without his hardcoded fishing abilities!
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Old 08-30-2017   #5804
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What are you talking about? Big the Cat will be in 2.2, and he hasn't been released separately because he only works with the new version - just like Smiles. You couldn't have Big without his hardcoded fishing abilities!
I'll admit, it'll be fun playing as him.
But how exactly would he fish if there's no aquatic Badniks until DSZ?
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Old 08-30-2017   #5805
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Make different versions of each stage exclusively for Big? That's what Sonic Adventure did at least. =P
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Old 08-30-2017   #5806
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GFZ does actually have a fish badnik, the SDURF. It doesn't swim, but that just makes it more challenging!
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Old 08-31-2017   #5807
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Would it possible to create a Lua function that lets you switch the game palette?
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Old 08-31-2017   #5808
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Would it possible to create a Lua function that lets you switch the game palette?
Does P_FlashPal not work?
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Old 08-31-2017   #5809
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He probably meant something like the PALETTE option on map headers, so it lasts until the end of the level. Last time I've tested, it doesn't show up on GIFs. It also needs a duration, so you'd need to call it every tic.
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Old 08-31-2017   #5810
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Yeah, MPC has it, sure you could edit the default PLAYPAL so the custom palette is in one of the unused slots. Then use P_FlashPal to set it, but that's kinda hacky, and a function that sets the palette like the map header option would be nice.
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Old 09-02-2017   #5811
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Any chance that we can get some way to reference HUD variables in Lua? For instance, I can't check to see if the HUD is disabled unless I set up a local or wrapper or whatever, and this makes cross compatibility with other mods a real pain in the ass.

We also need some way to reference slope properties for player-floor collision/physics.
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Old 09-06-2017   #5812
MHX
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Here's a few suggestions, that I'll probably get a lot of shit for, but they're decent nonetheless.

1) Hard CTF
Capture the flag has always been broken. Once you have the flag, you're more than likely to spam your ability the hell out of there, and capture it. Sometimes you move so quickly, nobody has time to react when they even see you zoom by. A solution to this would be to weigh down the flag, so you move much slower and can't use your abilities as well, similar to Halo, where once you have the flag, you can only walk and jump.

2) Pseudo Lightdash
With the addition of hills and curves, the question may be asked "can we make big loops like in other sonic games?", with the answer being "not really". A pseudo lightdash would fix that.

Making marks similar to how lightdash follows rings, you could place these around your loops or on grind rails. These markers are invisible, and when touched, disable for a second, preventing going the wrong way. For loop markers, they are automatic. Once you start the loop, you automatically spindash around it. For grind rails, you could have the marker trigger the diagonal view of the character sprite, or make a new sprite for your wads, whatever you like. Grind rails could be added in places like Techno Hill. Jumping would break the chain.

These don't need to be done officially, if someone would rather do it themselves for a mod. I only make 2D games and I'm not too familiar with Lua, but theoretically, these shouldn't be too difficult to code. If any of these do get implemented someday, I'd love a message to let me know.
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Old 09-06-2017   #5813
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Abilities are already disabled while carrying the flag. If flag holders moved much slower it'd be impossible to get a capture without being mowed down in the process.
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Old 09-06-2017   #5814
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In fact, abilities are disabled purely because they make Sonic able to catch up with the flag carrier by thokking. Our character balance may be broken but this is one of the mechanics that isn't.
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Old 09-06-2017   #5815
MHX
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I must be watching some older footage. You're right, just tested. You can still spindash. Slower movement would work better in a large team, where you need to defend the flag carrier. Ignore that suggestion for now. I was looking at the map editor and if the Linux port gets updated to the slopes, I might make a blood gulch map if nobody else has. That's a type of map where passing the flag and defending the carrier would be important.
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Old 09-06-2017   #5816
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You've never been able to use abilities while holding the flag, but in older versions there were some silly tricks you could do to get around it (such as dropping the flag and thokking into it). We've since fixed those exploits. While it may be a good idea to nerf the spindash for flag carrying, in practice it hasn't generally been an issue because in order to get any real speed out of it you have to stand still for a bit, which in SRB2 is a very severe drawback.
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Old 09-06-2017   #5817
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Quote:
Originally Posted by MHX View Post

Making marks similar to how lightdash follows rings, you could place these around your loops or on grind rails. These markers are invisible, and when touched, disable for a second, preventing going the wrong way. For loop markers, they are automatic. Once you start the loop, you automatically spindash around it.
Isn't this what a zoom tube is? With the "rings" in the lightdash being the waypoints? Either way, if it works like a light dash and connects the players between points in a connect-the-dots style, people have done that before and it looks horrendous. There's just no way to not make the player feel like they're tracing out a big ugly polygon angle by angle.

If you've visited the news section during April Fools then you might have seen this: http://mb.srb2.org/showpost.php?p=791014&postcount=9
This, plus a speedboost and temporarily disabling control, might be the best way to implement a loop.

But then again, if loops most likely take player control away, then why are they fun again?
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Old 09-06-2017   #5818
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The only reason loops existed in the Classis Sonic games is because they are an obstacle that needs you gain enough speed to clear it
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Old 09-07-2017   #5819
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How about spreading some Pity Shield Monitors in the Singleplayer Stages like in Sonic Mania?
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Old 09-07-2017   #5820
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Overriding your cool shield that has special abilities and resistances with a normal 1-hit shield in Mania is awful though :V
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