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Old 04-28-2017   #5641
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ZDoom's vertex things only worked on the corners of triangular sectors and didn't do any tagging, essentially being the UDMF vertex slope conceit without the benefit of being able to put additional properties in the vertex struct. It's reasonable that you'd want these as well, but whenever I hear people advocating for the ZDoom method, it betrays a lack of thought about how ZDoom's editing features have been shaped by its lack of FOFs, and how SRB2 - by nature of being a more vertically demanding game concept - requires alternative solutions. If we did consider it relevant and feasible to add UDMF at some point (and then actually went and did it), it'd be kinda easy to make vertex slopes happen the way you want... but then their complete inability to work for FOFs would be a mess if you wanted to put a path underneath that bowl at some point.

Getting "copy slope" to behave like you'd want it to, by the way? As desirable as that sounds, how could you actively determine what height the slope should be at? The extending-the-plane-outwards is the only possible way to do this without involving some extra information, like, say, a new vertex slope thing to "anchor" it vertically. Which has been proposed but we've been too busy to get around to doing, sorry.
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Old 04-28-2017   #5642
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This may be fairly difficult to implement, but could 3D mode and 2D mode have different physics? I would love to see the platforming of 2D mode actually resemble Classic Sonic gameplay. As is I'm going to have to look into lua scripting to rework it into something decent for what I want to achieve.
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Old 04-28-2017   #5643
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Do you mean like speedcaps from the classics or something? I'm pretty sure I asked that at one point and was told it was impossible to do.
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Old 04-29-2017   #5644
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No, well maybe partially, just stuff like how quickly sonic and co come to a start/stop, some of the air physics being off, the spindash basically never losing speed after letting go unless hitting a wall, etc.
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Old 04-29-2017   #5645
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Originally Posted by Death Egg View Post
[...] some of the air physics being off [...]
At least the physics are (or at least feel) better than in 2.0 and proir. Especially for analog users.
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Old 04-29-2017   #5646
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Quote:
Originally Posted by Death Egg View Post
This may be fairly difficult to implement, but could 3D mode and 2D mode have different physics?
No. Consistency between modes is important for the play experience.
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Old 04-29-2017   #5647
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If that was the case, 2D mode wouldn't decrease the running speed and give a slightly higher jump :V
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Old 04-29-2017   #5648
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Implying we don't see that as a failing of our design philosophy? :V
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Old 04-30-2017   #5649
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Could there be some sort level header varable that makes a level Character specific?

I.e.
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Maincfg
Name = blah
Charcter = 0/1/2/3

[0= All Characters, 1 = sonic, 2 = tails, 3 = knuckles]
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Old 04-30-2017   #5650
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There already is: ForceCharacter = <skinname>
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Old 04-30-2017   #5651
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To be fair, the feature as currently implemented is all about changing your character when you go to the level. That's a little different than, say, making a level only happen for one character in the first place Sonic Adventure storyline style, which is a valid alternative desire.

HOWEVER. This is at odds with the classics' level progression system, which we ape wholeheartedly, and therefore there's no real reason for us to want to implement this. So shrug.
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Old 04-30-2017   #5652
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Modders can find such feature useful though.
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Old 04-30-2017   #5653
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Well, to be fair, a SA level progression really isn't all that possible to do with level headers alone. That's more of a hub level thing, which you'd pretty much have to do with Lua, or maybe careful character-specific linedef executor trickery.
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Old 05-01-2017   #5654
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I did mean in the terms of mappers but yeah i mean i was making a map soley for the character Sonic and which is pretty difficult and would demand a challange if Only sonic were to be used. But i guess in classic sonic circumstances i guess it wouldnt be valid and really doesnt fit in at all

Also salt basically something like that header but not being able to change mid game/netgame without cheats.
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Old 05-02-2017   #5655
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Could we get Loops and Corkscrews?

If you don't want to make sprites for going through the loop or corkscrew, just use the ball sprites.

Also, this is kind of a personal point, but...

It REALLY bothers me when I go into a special stage as Knuckles, play it as Super Sonic, lose, and then turn into Knuckles. Same with Tails.

I know this would make creating character wads a lot harder, but can we have every character have their own special stage sprites?
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Old 05-02-2017   #5656
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It could work with tilted tails spring sprites and knuckles glide sprites
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Old 05-02-2017   #5657
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But you are forgetting about the drill frames, Sanic!
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Old 05-02-2017   #5658
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But you are forgetting about the drill frames, Sanic!
TRIGGERED

An alternative to that is using the turning frames as well
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Old 05-03-2017   #5659
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It REALLY bothers me when I go into a special stage as Knuckles, play it as Super Sonic, lose, and then turn into Knuckles. Same with Tails.

I know this would make creating character wads a lot harder, but can we have every character have their own special stage sprites?
Maybe we could just have the player skin forced to sonic in special stages.
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Old 05-03-2017   #5660
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I always thought they should just have Nights in the Special Stages

I mean might as well go the whole nine yards, right
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