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Old 01-17-2012   #3501
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NiGHTS mode is the closest you'll get to this probably. Though with NiGHTS physics, I'm not sure how that would work out.
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Old 01-17-2012   #3502
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How about a Icy Shield? with this you can walk in water (for 30 seconds or until you jump to get into the water) and move more quickly in water
And a function for SRB2, for add custom music and play while someone is playing
or a function for add wads from SRB2, a list with the wads in the folder (and if is possible to show if they are a character, level, mod, sound o graffic), the same thing with socs
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Old 01-21-2012   #3503
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If your suggesting I try actually making this stage, I have no knowledge of wads or levels or any designing, so making this would prove to be extremely difficult.
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Old 01-21-2012   #3504
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Originally Posted by SmashProX View Post
If your suggesting I try actually making this stage, I have no knowledge of wads or levels or any designing, so making this would prove to be extremely difficult.
If you really want to start mapping for this stage, start reading the SRB2 wiki: http://wiki.srb2.org/
If you ever do start anything, don't rush it and start small. That's the advice I've been given anyways.
Back on topic: Does anyone know of any progress on those "robo-hood" sprites?
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Old 01-21-2012   #3505
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I don't know if someone already asked that - it's about the SRB2 contests : what about allowing designers to use a custom music for multiplayers stages ? But this custom music should be the only extra lump allowed for Multiplayers levels. Extra graphics and other stuff is forbidden, of course...
The only problem is that the admin who make the contest multiplayer pack must configure the musics numbers to don't affect the other people's levels.
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Last edited by Internet Explorer; 01-21-2012 at 09:07 PM. Reason: ashtheman14 answered to SmashProX
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Old 01-29-2012   #3506
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allow custom unlockables to be unlocked without beating the game or hitting the required number of emblems for one of the defaut unlockables.

(oh ho ho... funny that you bring this up. ~Inu)
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Last edited by K.S.; 01-29-2012 at 06:53 AM.
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Old 02-03-2012   #3507
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Make Continuously Falling Sector setup more intuitive for map makers

Since the relevant topic was locked and I couldn't post any further comment to suggest or question something, I'm going to post my comments here:

Why should a falling FOF use the a floor height for its ceiling's ending point? And why should a rising FOF use the a ceiling height for its floor's ending point? The thing is that it's counterintuitive a ceiling value being used for floor and vice-versa. If I set a FOF to go from 192 & 128 (ceiling & floor values) to 64 & 0, I don't expect it to go to 0 & -64. But it does.

It would be easier for level designers to figure out if ceiling values were used for ceiling heights, and floor values for floor heights, just for consistency (e.g. Linedef Type 60). If the FOF is falling, the ceiling height of the linedef's back sector could stay unused, as is now. If rising, the floor height of the linedef's back sector could stay unused too. The linedef's back sector heights would work as limits of FOF's movement: it wouldn't move any further.

If the current working way is desired (which in my opinion is confusing -- I've spent months to workaround it), I think I would understand if it was explained.

(Plus, I discovered this linedef type, #52, doesn't require a sector tag number to work. It can be zero, and still works.)

Besides, the wiki description was corrected.

Last edited by Ezer.Arch; 02-03-2012 at 05:18 AM.
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Old 02-06-2012   #3508
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they could put manic or sonia

(coolknux900 received an infraction for this post: Use correct grammar and spelling.)
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Old 02-06-2012   #3509
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Make some animated GIF files so texture scrolling won't be as annoying to implement on FOF's
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Old 02-06-2012   #3510
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Quote:
Originally Posted by coolknux900 View Post
they could put manic or sonia
Well, character wads of them exist, they haven't been ported to the newer versions but nonetheless they are out there, it'd be impractical to put characters from a rather obscure show into the game itself outside of just an addon.


On another note: There was talk in #srb2fun about a tf2-like payload game mode, and how possible it would be, of course anyone wanting it could just boot up tf2 but the idea is out there if anyone wants it.
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Old 02-07-2012   #3511
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Just in case this hasn't been implemented already, there is one thing that I would suggest the devs add to the 2.1 unlockables system. It would be nice if Linedef Type 441 could be set to work in reverse; that is, to activate another linedef executor in the level if the player triggers it and meets a specified ConditionSet. This would allow, for example, a smooth transition between the last level of a level pack and a hidden final boss unlocked by, say, collecting all emblems without the game blatantly saying "Hidden final boss unlocked!" and creating an option in the secrets menu.
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Old 02-07-2012   #3512
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Originally Posted by verifiaman View Post
Make some animated GIF files so texture scrolling won't be as annoying to implement on FOF's
I'm pretty sure these GIFs textures will be more annoying to build them into srb2.srb than using a simple scrolling walls/floors effect. Because, first, we'll have to make the textures go in 4 situations of scrolling (Up/Down/Left/Right), this means designers will have in their texture menu, every textures *5, because a lot of textures will be added, and designers will be confuse because of all these textures.
And - linedefs contain a lot of specific effects (config the scroll speed, etc.) So... this could only confuse the designers.
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Old 02-07-2012   #3513
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Well that sucks. How about adding dash rings either as a thing or a lindef effect?
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Old 02-07-2012   #3514
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What the hell are dash rings?
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Old 02-07-2012   #3515
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I'm assuming he's talking about a specific ring type that allows for light dashing, like the ones that are in Sonic Generations.
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Old 02-08-2012   #3516
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I think he means the rings that magically sends Sonic flying like this: http://www.youtube.com/watch?v=BmZqlqCpjCs&t=1m46s
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Old 02-08-2012   #3517
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Quote:
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What the hell are dash rings?
Basically, he wants the NiGHTS bumper in the form of a big ring.

Which is easily done by SOCs, as evidenced by mods like that Sonic 06 based mod.
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Old 02-08-2012   #3518
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Quote:
Originally Posted by Sky The Destroyer View Post
I think he means the rings that magically sends Sonic flying like this: http://www.youtube.com/watch?v=BmZqlqCpjCs&t=1m46s
That's exactly what I meant.
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Old 02-09-2012   #3519
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After playing Spiral Knights, I got an idea from one of the game types.

Capture the bases - Set an x amount of beacons in a level and have both teams try to take over them. Most points (which would be achieved by time/amount of bases taken over) wins.

If you have ever played Star Wars: Battlefront, you probably get the idea.
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Old 02-09-2012   #3520
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Originally Posted by Autosaver View Post
After playing Spiral Knights, I got an idea from one of the game types.

Capture the bases - Set an x amount of beacons in a level and have both teams try to take over them. Most points (which would be achieved by time/amount of bases taken over) wins.

If you have ever played Star Wars: Battlefront, you probably get the idea.
aka Unreal Tournament's Domination gametype? It's been suggested before, but Mystic has consistently shot down the idea on the grounds that defensive gameplay is impossible in SRB2. The fast paced nature of the game would cause every round to pretty much end in a stalemate because it's much harder to actually kill people and prevent them from constantly claiming back a beacon the minute you get your hands on it.
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